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Old 09-24-16, 12:55 AM   #1
rentacow
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Default Miami Vice: Part 1 (2 star)

Proudly Presenting:

PART ONE
https://www.dropbox.com/s/n261ulfiiv...20ver1.mu?dl=0
=======================
RA 1.40 mod required!

This mission involves the seeking out and searching of suspicious vessels in single player, or co-op with friends.
The mission briefing should provide all the information needed to complete it. I really pushed myself in the editor to create this and learned a lot. It is my most complex mission to date, but not the most challenging or action packed scenario you can find.



The mission was inspired by a story I heard many years ago, from a sailor in the Coast Guard.

Enjoy!
=======================
Extra content:
A really slick intercept calculator which can be super handy for this mission found here
http://www.luizmonteiro.com/RA.aspx

and some bonus footage as is tradition


Last edited by rentacow; 09-25-16 at 01:44 AM.
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Old 09-24-16, 08:20 AM   #2
PL_Cmd_Jacek
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Thanks . This is the mission when I was practicing my Perry skills .

FInally I found the smugglers, however


 

they did not want to stop .



So I chased them



and finally got them





--------------------

One comment / remark
 

I think, that at the end, there should be one additional task - to go back to the port with the smugglers. I did not know, that the mission was over. So maybe additional message or task ?
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Old 09-24-16, 12:35 PM   #3
rentacow
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Ah yes. I see your suggestion. Great idea.

Hopefully nothing broke in the mission. I had the smuggler boats spazz out on me during testing once or twice for no reason.

Finally I hope that it wasn't too hard to resist firing on the smugglers with a missile or two for not stopping. :P

Thank you for playing!
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Old 09-24-16, 01:03 PM   #4
PL_Cmd_Jacek
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Everything was ok with scripts. But I fires at the smugglers one warning bullet from the gun.
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Old 09-25-16, 08:37 AM   #5
rentacow
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Had some strange activity while playing through this mission. After about 1 hour in I could not get radar contacts to properly update. Every new contact was like a sonobouys static line of bearing. The bug caused me to be unable to keep an up to date track on some contacts with the helo while I chased down others with the ship. Eventually I think it sorted its self out and I completed the mission anyway.

I wonder if the issues were being caused by the *player* MH-60 which is used in the mission for co-op play. I kind of doubt this was the cause (more likely the mess of triggers and scripts in the mission) so this is just a heads up. Swapping the helo type can be done very easily in the editor and I encourage you to do so if you intend on leaving the helo to AI/Ship control

EDIT: As p7p8 says below there is only the -player- type of MH-60 for the FFG, so that should work just fine.


Guardian 1 is your eye in the sky!


Last edited by rentacow; 09-25-16 at 01:01 PM.
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Old 09-25-16, 09:41 AM   #6
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FFG have only *player* (not *AI*) MH-60R
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Old 09-27-16, 01:36 AM   #7
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You have to unchek the Controllable box in the Helo page #2 and then it can't be selectable as controllable unit. During the mission you can controll the Helli via ASTAC screen.
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Old 09-27-16, 02:32 AM   #8
rentacow
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The helo is meant to be controllable in case you want to play the mission as co-op. With out a player controlling it, the ASTAC controls are the same. RA 1.40 even adds extra flight modes for the helo you can program.

Last edited by rentacow; 09-27-16 at 02:42 AM.
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