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ATAG_Ezzie
Sep-20-2014, 02:27
G'day everyone,

Back when i played IL-2 i built a bunch of campaigns over at M4Today and enjoyed the experience. After flying COD online since March this year I've finally got the urge to mission-build again and have spent the past couple of days looking thru the ATAG forums reading about mission building in COD. I've also had a look at the COD FMB in a bit more detail to see what's different from the IL-2 version.

My aim is to build a map/mission that is playable on the ATAG server and have developed the attached mission design document as a way of getting my ideas out of my head so that i can start building the mission. I've tried to develop a map/mission concept that has elements that will hopefully appeal to those players who enjoy the more instant action kind of experience as well as those who enjoy the longer form of the game. But i know that at the end of the day i cant please everyone so there will be people who may not like what I'm intending to do - I'm OK with this.

As this will be my first COD and first multiplayer (all my IL-2 campaigns were single player) mission/map I'd be very appreciative of any advice from experienced COD mission builders, script developers and the player group before i get too much further down the path, in case I'm trying to create something that is either not technically possible or that sucks from a game-play perspective. So all comments / suggestions / etc appreciated.

Thanks in advance

Ezzie

xvii-Dietrich
Sep-20-2014, 06:56
This is an excellent initiative. It looks really well researched too. I've just read through your PDF document (twice). Nice work, and very comprehensive.



Some specific comments (coming from a German bomber perspective):

The Mission is called Sealion. We already have a Sealion mission, so modifying the name would avoid confusion. Names such as "Directive 16" or "Canterbury Pocket" or something might be suitable. But I'm sure others can think of something better. Also, bear in mind there might be a follow-up mission in a few years time, with the front pushed in yet another 100 km. What might that be called?

Points 2 & 3 : The Canterbury and Gatwick Pockets looks quite small. In other words, the airfields therein would be within easy artillery range. There is a similar situation in the existing Dunkerque map where there are enemy airfields next to each other (Calais Marck and Oye Plage). It would be wise to watch out for a similar contrived situation arising here.

It is great to be using hitherto unused parts of the map. Long tracts of British hinterland will test navigational skills and bring us new terrain and scenery. One thing that might be an issue is the London area, which has huge numbers of buildings, etc.. I don't know, but are there any performance implications?

When doing the briefings, ensure that the in-game ones are concise and easy to read. Having a summary checklist, to supplement the more comprehensive material would be useful.

Point 11 : Your Luftwaffe base planning looks good. Having fighter bases nearby (but not flying from the same airfield) is good, as it allows escorted flights. One problem with, say, Tramecourt on the Seelöwe map is that there are no fighter bases nearby to support outbound bombers. On the converse, the Dieppe base in the Western France map (the one where you attack the nightfighters at Crepon) is chaos with bombers and fighters cramped into a small airfield. Anyway, your map looks like it has this right... assuming aircraft are well allocated.

Point 22 : You mention Br20, but don't otherwise discuss Italian forces. Likewise for the G.50 in Point 24. Could you perhaps clarify the role of Italian forces in this mission?

Point 29b : Landing transport aircraft at Gatwick is nice. I do hope this can be made to work. Will there be a counter visible, so players know how many successful transport runs have been made?

My understanding of Points 7 and 21 is that aircraft (ideally 110s or 88s) would have to find the location of the British Tank Reserves and report back. Having reconnaissance is a welcomed addition to the mission repertoire. Emphasis of the prevention of this reconnaissance should be perhaps stressed more (I know there if Point 27g, but still, that's not so obvious when so much hangs on the destruction of that tank force).

This ties in to Point 33. I am not sure what you have in mind here, but there are some interesting scripting possibilities that are opened up with the map. Specifically, it might be interesting to explore the possibility of stats or messages which reward support activities. Things such as stats for reconnoitring or messages to report that SomePlayer has spotted such-and-such. At the moment, we have <obj<blue and <obj<red ... being able to request information about recon, supply, transport, etc. would greatly facilitate this mission.

You might be advised to get comment from TF management so learn if there are any imminent TF features which might be nicely factored into this mission.

Have you done a time assessment of this? In other words, assume some conservative flight speeds and work out how long it would take to roll the map with certain aircraft strengths? For instance, lets say there are 4 x Ju 88s playing (not unreasonable)... how long would it take them to fly the map, do the recon, bomb the airfields, supply Gatwick, etc.? Likewise for the RAF. It strikes me that there is a LOT of content here, which covers some pretty long distances. ATAG missions typically run 3-4 hours. You need to check that it is actually possible to roll an empty map in this time frame... let alone if it is heavily contested.



Sorry that went on a bit. In any case, you have obviously done a lot of planning and it looks extremely thorough (although also a lot or work!). I will be sure to follow the progress of this project carefully. Well done. ~S~

69th_Spiritus_Mortem
Sep-20-2014, 12:51
I've tried to develop a map/mission concept that has elements that will hopefully appeal to those players who enjoy the more instant action kind of experience as well as those who enjoy the longer form of the game. But i know that at the end of the day i cant please everyone so there will be people who may not like what I'm intending to do - I'm OK with this. Ezzie

Great approach. Stick with it, it is your mission and you have an outlook of what you want. Your above quote is an excellent approach.

First, like Dietrich said, awesome work on the planning and jumping on the mission making. Don't stop in frustration, mission making is full of that. I hope Gruber doesn't mind but I'd suggest PM'ing him if he doesn't respond here, he is a great resource. Also, PM Bliss and ask for the Operation Relinquish mission files, you can use that as something to look at as far as scripts. I find it much easier to learn if you have a completed mission in front of you to look at and copy/paste what you need for your mission.

Here are some useful links, also look here at some of the threads, Wolverine, Reddog, Philstyle, Bolox, Salmo to name some more names, lots of knowledge here.

http://forum.1cpublishing.eu/showthread.php?t=28454

http://forum.1cpublishing.eu/forumdisplay.php?f=203

http://forum.1cpublishing.eu/showthread.php?t=26523 (POST NUMBER 3)

Anyways, that should get you started. Scripting is the biggest pain in the ass. I had no background or experience in it or C#. Just remember to ask for help when you need it.

Thoughts about your mission: (I'd consider splitting into two missions with the amount of targets/operations going on)

1) Perhaps change up the name like Dietrich mentioned. We are virtual stick wigglers who are prone to confusion.
2) Interesting scripting possibilities here. Perhaps resupply from Blennies as well? Red has to land X amount of blennies to successfully accomplish this objective. Just thinking out loud. This would become a hotspot.
3) Excellent
4) Excellent, London might = performance hit. Just test it
5) Excellent, ships are a bitch, test test test.
6) Ships other than the Cargo ships are fickle, hopefully this gets fixed but they are hard to work with.
7) Nice
8) Nice
9) Not giving exact locations is great, but give a ballpark. You can do this by giving a general grid or say last seen in grid X, head east, making bomber crews have to think more. I like, very nice, great success.
16 & 18) Bridges can't be targets, so how I made them targets was to place a single fuel truck "inside" the support structure. Then when bombers drop they not only see the span blow, they get fire and trucks are able to be "mission objectives" so you can get a trigger to say "Bridge destroyed" and have that part of the way to roll the map. My dam became a target by hiding fuel tanks under the water. Think outside the box to get what you want. If they don't have an object, consider making your own by using several objects in FMB to create or look like another.


Really, excellent planning! I wish I was that disciplined. Like I said in the first part of my response, this is your mission, you do what you want, but consider splitting it into two would be my advice.

Immediate map roll. Very interesting and something I've never seen. Excellent. This will take a scripting guru but don't be discouraged! I'm still working on an SAR/agent pickup/drop-off script... no luck but the guru's here say its possible. I like it but beware of this and your map size/number of targets.

Randomizing targets is excellent and something I have no idea on but know it is 100% possible. The best approach is to make sub-missions within your main mission, creating 4-5 sub-missions which all have a different location for the targets. Then when a plane fly's into an area you have set to trigger the sub-mission, it picks one of the 4 or 5 at random. Again, thats how it works but I have no idea how to get there... another thing on my list for my SAR script. Wolverine might be a good resource, his server has this working great.

Test, test, test. Ask for people to help test. I first would make sure things are working offline myself, then start my own lobby, get a few people to join and see if things are working how they should be. Once things are done and working correctly with no bugs, PM Bliss with it and then they will test it and make sure things are good to go and able to work on the server.

Enough for now. Great plan and ideas. Love it. Don't quit in frustration, I know I've been there many times. Take your time and ask questions.

:salute:

III./ZG76_Keller
Sep-20-2014, 15:46
My gut feeling is that this is a very ambitious mission; a runtime of 8 hours would likely be needed if there weren't significant organization of bomber forces for both sides.

To me this screams "Special Event" mission, something that could be planned for and strategized beforehand.

I like it though Ezzie, you've really done your homework and shown a lot of creativity in the planning stages.

69th_Spiritus_Mortem
Sep-20-2014, 15:59
I agree with Keller about the special event mission, thats a great idea if you didn't want to spilt it up into two separate missions.

ATAG_Ezzie
Sep-20-2014, 17:29
Thanks for your excellent response Dietrich - appreciate your time taken to write it up.

Some thoughts/comments re your thoughts/comments

(a) Mission name - good point. I'll definitely come up with a new name.

(b) small airfields v arty - good point and something i will consider. One of my IL-2 campaigns was re the RAAF in Malaya in 1941/early 42 and the evacuation of Singapore and one of the bases I created on Singapore had Japanese arty firing indirect fire on it about 1 shot every minute and it worked well to create that feeling of being under siege. Am aiming to try something similar here assuming arty works.

(c) London - yeah this is a big unknown for me. I'm not planning to have any action happen over London (to the west, south and possibly north east but not over) but am not sure what will happen as people start flying near it. Testing will hopefully shed more light on this aspect.

(d) Briefing - agree.

(e) LW fighter location - thanks, just the sort of feedback i was looking for from a bomber pilot - thanks.

(f) re Gatwick and counter - yes having a counter is intended. Not sure best way yet - maybe as part of the objectives call up or maybe as a group message every xx minutes. Glad you like the sound of it.

(g) re recon - i'm hoping i can get this to work and stopping recon would be an important role for the defending fighters - will emphasis this in the briefings for Red. i think the recon pilots/crew will be able to report back when they find the tgt via either TS, in-game chat or perhaps the game will issue a message once the aircraft has flown within the radius of the tgt. Still TBD but i am very keen to get this working as i think recon is a very under-appreciated but important element of the air war and it would be nice to find a way for players to play this role and have some impact on the outcome of events. Over time players will come to know where the 4 - 5 locations are but it will still take some time to work out which one it is for the mission they are flying.

(h) re scripting - agree. I have no experience at all with scripting (I learnt BASIC and FORTRAN back in the 80s...) but it seems from reading the forums that is a very powerful tool that can do a lot of interesting things if you know how to code. My plan is to come up with a set of scripting requirements and then look around for existing scripts that meet these requirements, seek assistance from gurus or maybe even learn it myself (something about teaching a man to fish...?)

(i) re Italians - good point. I will make more mention of their presence in this mission.

(j) TF features - I'm keeping an eye on the TF updates to see what might be possible. At this stage all i have done it to structure the mission so that Wellingtons and armed Tiger Moths would easily fit in to the intended game play - the Wellingtons doing some of the strategic bombing missions and the Tiger Moths probably being based at Canterbury and perhaps one of the closer RAF fields. But that all depends on their timeframes which i have no visibility on. Nor do i really know how long this will take me.

(k) time assessment - this is another big unknown for me but i do intend to do this very soon, probably once i have the bomber force installed on the map. Will do some time v distance v number of objectives analysis/tests and see what results i get. I'm thinking - at this stage without testing - that it might take ~30 minutes for the recon to find the tank force and then another ~ 30 min to get the strike force (and escort hopefully) to the tgt area so the earliest that Blue call roll the map immediately would be about an hour in. But i need to actually do some basic flight planning to confirm this. If its going to take much longer then i might bring the strategic tank reserves further south closer to the action. The RAF could probably roll the map more quickly by doing coordinated bombing raid on Gosport/Dover in ~ 30 minutes (to be confirmed though) so I might need to adjust this to make it similar in time to the LW. But agree this is a big issue to get right - if the map can never be rolled this will discourage people from doing what I have in mind and if it can be rolled too quickly / easily that will also not be a good thing.

Thanks for your encouragement and again for your response.

Ezzie



This is an excellent initiative. It looks really well researched too. I've just read through your PDF document (twice). Nice work, and very comprehensive.



Some specific comments (coming from a German bomber perspective):

The Mission is called Sealion. We already have a Sealion mission, so modifying the name would avoid confusion. Names such as "Directive 16" or "Canterbury Pocket" or something might be suitable. But I'm sure others can think of something better. Also, bear in mind there might be a follow-up mission in a few years time, with the front pushed in yet another 100 km. What might that be called?

Points 2 & 3 : The Canterbury and Gatwick Pockets looks quite small. In other words, the airfields therein would be within easy artillery range. There is a similar situation in the existing Dunkerque map where there are enemy airfields next to each other (Calais Marck and Oye Plage). It would be wise to watch out for a similar contrived situation arising here.

It is great to be using hitherto unused parts of the map. Long tracts of British hinterland will test navigational skills and bring us new terrain and scenery. One thing that might be an issue is the London area, which has huge numbers of buildings, etc.. I don't know, but are there any performance implications?

When doing the briefings, ensure that the in-game ones are concise and easy to read. Having a summary checklist, to supplement the more comprehensive material would be useful.

Point 11 : Your Luftwaffe base planning looks good. Having fighter bases nearby (but not flying from the same airfield) is good, as it allows escorted flights. One problem with, say, Tramecourt on the Seelöwe map is that there are no fighter bases nearby to support outbound bombers. On the converse, the Dieppe base in the Western France map (the one where you attack the nightfighters at Crepon) is chaos with bombers and fighters cramped into a small airfield. Anyway, your map looks like it has this right... assuming aircraft are well allocated.

Point 22 : You mention Br20, but don't otherwise discuss Italian forces. Likewise for the G.50 in Point 24. Could you perhaps clarify the role of Italian forces in this mission?

Point 29b : Landing transport aircraft at Gatwick is nice. I do hope this can be made to work. Will there be a counter visible, so players know how many successful transport runs have been made?

My understanding of Points 7 and 21 is that aircraft (ideally 110s or 88s) would have to find the location of the British Tank Reserves and report back. Having reconnaissance is a welcomed addition to the mission repertoire. Emphasis of the prevention of this reconnaissance should be perhaps stressed more (I know there if Point 27g, but still, that's not so obvious when so much hangs on the destruction of that tank force).

This ties in to Point 33. I am not sure what you have in mind here, but there are some interesting scripting possibilities that are opened up with the map. Specifically, it might be interesting to explore the possibility of stats or messages which reward support activities. Things such as stats for reconnoitring or messages to report that SomePlayer has spotted such-and-such. At the moment, we have <obj<blue and <obj<red ... being able to request information about recon, supply, transport, etc. would greatly facilitate this mission.

You might be advised to get comment from TF management so learn if there are any imminent TF features which might be nicely factored into this mission.

Have you done a time assessment of this? In other words, assume some conservative flight speeds and work out how long it would take to roll the map with certain aircraft strengths? For instance, lets say there are 4 x Ju 88s playing (not unreasonable)... how long would it take them to fly the map, do the recon, bomb the airfields, supply Gatwick, etc.? Likewise for the RAF. It strikes me that there is a LOT of content here, which covers some pretty long distances. ATAG missions typically run 3-4 hours. You need to check that it is actually possible to roll an empty map in this time frame... let alone if it is heavily contested.



Sorry that went on a bit. In any case, you have obviously done a lot of planning and it looks extremely thorough (although also a lot or work!). I will be sure to follow the progress of this project carefully. Well done. ~S~

ATAG_Ezzie
Sep-20-2014, 17:46
Thanks SM - much appreciated. I really enjoy flying on your mission and it seems most people also really like it, so I take a lot of encouragement from your words/advice.

(a) Thanks re Gruber and Bliss. Will do that sometime soon and see how i go. Will be very keen to get the scripts you used to see what's involved and how you set them up.

(b) Thanks for the links - I think I've come across most of these already, along with a lot of your posts asking questions (thanks), but will check to confirm.

(c) re 2 missions - yeah that is one approach i have in mind depending on how big it turns out. I'll probably develop it as one big one and then split into 2 if i feel it would be more playable from a time v motion v objectives v number of players, or if the server gurus think its too big.

(d) re Blennies - at the moment they are doing the evacuation but perhaps i could change this to resupply and change the scenario a bit to reflect the British desire to keep Canterbury open. Will keep both possibilities open.

(e) re ships - yeah i read on the forums that only a very small number of types are usable in MP missions (Cargo ships and possibly the Flower corvette - ive seen people shot down by the Flower corvette on the message log so am assuming they can be used). Will research some more and test test test

(f) thanks re bridges/trucks - didnt know that.

(g) thanks for the other comments - all appreciated.

Will no doubt have a bunch more questions etc to post so thanks in advance for any further assistance you might be able to provide.

Ezzie



Great approach. Stick with it, it is your mission and you have an outlook of what you want. Your above quote is an excellent approach.

First, like Dietrich said, awesome work on the planning and jumping on the mission making. Don't stop in frustration, mission making is full of that. I hope Gruber doesn't mind but I'd suggest PM'ing him if he doesn't respond here, he is a great resource. Also, PM Bliss and ask for the Operation Relinquish mission files, you can use that as something to look at as far as scripts. I find it much easier to learn if you have a completed mission in front of you to look at and copy/paste what you need for your mission.

Here are some useful links, also look here at some of the threads, Wolverine, Reddog, Philstyle, Bolox, Salmo to name some more names, lots of knowledge here.

http://forum.1cpublishing.eu/showthread.php?t=28454

http://forum.1cpublishing.eu/forumdisplay.php?f=203

http://forum.1cpublishing.eu/showthread.php?t=26523 (POST NUMBER 3)

Anyways, that should get you started. Scripting is the biggest pain in the ass. I had no background or experience in it or C#. Just remember to ask for help when you need it.

Thoughts about your mission: (I'd consider splitting into two missions with the amount of targets/operations going on)

1) Perhaps change up the name like Dietrich mentioned. We are virtual stick wigglers who are prone to confusion.
2) Interesting scripting possibilities here. Perhaps resupply from Blennies as well? Red has to land X amount of blennies to successfully accomplish this objective. Just thinking out loud. This would become a hotspot.
3) Excellent
4) Excellent, London might = performance hit. Just test it
5) Excellent, ships are a bitch, test test test.
6) Ships other than the Cargo ships are fickle, hopefully this gets fixed but they are hard to work with.
7) Nice
8) Nice
9) Not giving exact locations is great, but give a ballpark. You can do this by giving a general grid or say last seen in grid X, head east, making bomber crews have to think more. I like, very nice, great success.
16 & 18) Bridges can't be targets, so how I made them targets was to place a single fuel truck "inside" the support structure. Then when bombers drop they not only see the span blow, they get fire and trucks are able to be "mission objectives" so you can get a trigger to say "Bridge destroyed" and have that part of the way to roll the map. My dam became a target by hiding fuel tanks under the water. Think outside the box to get what you want. If they don't have an object, consider making your own by using several objects in FMB to create or look like another.


Really, excellent planning! I wish I was that disciplined. Like I said in the first part of my response, this is your mission, you do what you want, but consider splitting it into two would be my advice.

Immediate map roll. Very interesting and something I've never seen. Excellent. This will take a scripting guru but don't be discouraged! I'm still working on an SAR/agent pickup/drop-off script... no luck but the guru's here say its possible. I like it but beware of this and your map size/number of targets.

Randomizing targets is excellent and something I have no idea on but know it is 100% possible. The best approach is to make sub-missions within your main mission, creating 4-5 sub-missions which all have a different location for the targets. Then when a plane fly's into an area you have set to trigger the sub-mission, it picks one of the 4 or 5 at random. Again, thats how it works but I have no idea how to get there... another thing on my list for my SAR script. Wolverine might be a good resource, his server has this working great.

Test, test, test. Ask for people to help test. I first would make sure things are working offline myself, then start my own lobby, get a few people to join and see if things are working how they should be. Once things are done and working correctly with no bugs, PM Bliss with it and then they will test it and make sure things are good to go and able to work on the server.

Enough for now. Great plan and ideas. Love it. Don't quit in frustration, I know I've been there many times. Take your time and ask questions.

:salute:

ATAG_Ezzie
Sep-20-2014, 17:50
Thanks Keller - appreciate your thoughts as always.

Yeah agree re possibly being overly ambitious and as i've just posted above i might either de-scale or split into 2 missions if it turns out to be too big for the ~ 4 hr mission rotation schedule. Will see how its looking and maybe make this decision further down the track.

Thanks for the encouragement.

Ezzie


My gut feeling is that this is a very ambitious mission; a runtime of 8 hours would likely be needed if there weren't significant organization of bomber forces for both sides.

To me this screams "Special Event" mission, something that could be planned for and strategized beforehand.

I like it though Ezzie, you've really done your homework and shown a lot of creativity in the planning stages.

69th_Spiritus_Mortem
Sep-20-2014, 18:14
Other ships will work but they are harder to get to work all the time.

10 knots to a cargo ship isn't the same as 10 knots to a destroyer or landing craft. I also found that more often then not ships other than the cargo ones like to appear upside down. This is where testing gets boring.. ships that are different. For Relinquish at first I had a mix of cargo, destroyer and landing craft and literally everyone one was different in their speed even though I set them up at 10 knots. You start the mission, speed up the time and watch the ships, after a few minutes you'll note ships a,f,d,e or whatever or going much faster. Then you quit, find those ships, adjust, then start again. Damnit they are now too slow except f is still too fast.

Haha, its annoying but rewarding. Ask away any questions and keep us updated on your progress!

SorcererDave
Sep-20-2014, 19:45
I'm going to read through this in detail a bit later since I find this mission building malarkey quite interesting, even if I haven't the foggiest clue how to do it myself. However one thing I will say right off the bat is that the area used in the mission seems absolutely huge. It's like twice the size of a regular mission on the ATAG server. Now that might be alright if we had 80 people online at once but it could become a real slog if it's during the off-peak hours where there's barely something like 20-30 people online. We already have trouble with Kanalkampf being a bit too large unless you have a large number of organized players on both teams, and that's smaller than the proposed size of this mission.

ATAG_Ezzie
Sep-21-2014, 17:23
Thanks Dave -would be interested in your thoughts once you've read it.

Yeah I agree that the size of the mission may be an issue v player number. One of the reasons for the 2x FOBs ( Gatwick, C'bury) was to provide a focal point so when the numbers are low there still might be enough action happening at these locations to keep people interested. But time / testing will be needed to see if this is the case.

I had a bit of a set back yesterday as the FMB kept crashing my system (blue screen of death) whenever I tried to set up the spawn areas on the bases and list which planes can be spawned at the base. Not sure if this is a hardware or COD issue so will try again and see what happens. Anyone else had this issue?

SM -I noticed in another post you made today / yesterday on your Relinquish mission discussion about replacing German 40mm with bofors due to the aiming issue. What is this issue and should I not use the German 40 mm flak?

Ezzie

69th_Spiritus_Mortem
Sep-21-2014, 18:01
Never had the blue screen of death in that situation so can't tell you either way.

Yea, I can't remember if its 40mm or whatever, but its the German equivalent to the British bofors. I guess they don't have a gunsight or something so the Blue side wanted them replaced with the bofors so its an equal playing field.

ATAG_Ezzie
Sep-21-2014, 23:57
Ok -thanks SM.

Seeing all my LW fields were once RAF the use of bofors on the blue side isn't too much of a stretch from a scenario perspective. I might include a mix and see how that goes.

Thanks for your post re the sar pickup as well. I'm thinking the transport aircraft will have to land and taxi to a certain spot and remain there for a set period of time (quick unload) to trigger the mission complete criteria and was thinking of setting it up a bit like your downed pilot re radius etc.

Ezzie

ATAG_Ezzie
Oct-06-2014, 06:33
16 & 18) Bridges can't be targets, so how I made them targets was to place a single fuel truck "inside" the support structure. Then when bombers drop they not only see the span blow, they get fire and trucks are able to be "mission objectives" so you can get a trigger to say "Bridge destroyed" and have that part of the way to roll the map. My dam became a target by hiding fuel tanks under the water. Think outside the box to get what you want. If they don't have an object, consider making your own by using several objects in FMB to create or look like another.

:salute:

SM - did you use static trucks or moving ones that stopped under the bridge after a very short trip to get this effect?

I've just created 20 x bridge tgts following your method using static trucks. Can change to moving ones if i have to.

Ezzie

SoW Reddog
Oct-06-2014, 06:49
Bridges can be targets btw.:recon:

69th_Spiritus_Mortem
Oct-06-2014, 13:19
Bridges can be targets btw.:recon:

Really? I couldn't get them to fire as an objective. I'll have to take a look again.

And yes, I just used a static fuel truck placed within the support structure.

ATAG_Ezzie
Oct-06-2014, 14:39
Ok thanks Reddog and SM.

Ezzie