This week I am not even able to upload a screenshot to the Steam Workshop. Is somebody trying to tell me something?
|Very small setup: the point vehicle of your convoy has been hit by a mine. Your task is to clear the mess.|
|At the scenario's start, this combat engineer will need your help to clear the mines ahead.|
|The bend down the road looks like the perfect place for an early morning SNAFU.|
|The combat engineer is about to remove the mines around the destroyed vehicle. A mortar-fired smoke screen is up. There is no enemy contact yet, but it will get messy.|
|It feels bad to leave the combat engineer in the middle of a road (he is about done with the last mine), but he will appreciate you not shooting over his head.|
|The "plot" thickens! Just kidding. Never expect a thriller from my missions. Just be happy they don't crash your game. :)|
|And finally, the actual tactical main dish: will you clear the hill with a low and concealed (left flank) or a high and exposed (right flank) approach? Decisions, decisions ...|
UPDATE: the mission has been uploaded to the Steam Workshop. Grab it from this link:
As a final note, let me add that I'm having a lot of fun with the editor. It's a slow process to me, but every mission I make uses more and more of the in-game editor resources. For this mission I used:
- Task management modules: for task creation, completion and marking
- Four in-map mortars firing smoke round automatically at coordinates specified with the editor
- Animations: the engineer goes prone and removes the mines via a small code line in the waypoint
- Custom callsigns: the engineer's call sign was changed from alpha 1-1 (default) to "combat engineer"
- Dynamic grouping of units: after removing the mines, the engineer will go under your command for the second combat task
- Triggers for mission ending: if the engineer dies before removing the mines is an automatic loss. Mission ends in victory when the second combat task is completed.
I did this with the vanilla version of the game, no script files and brief lines of code within the triggers and modules. All good fun.