Just looking through the scripts and datasets, yeah, most of this stuff became obvious just from knowing how stuff works and recognizing uncalled functions and the game's inner terminology. The functions for radio calls for the three extra hostages and stuff related to them was already in there, I had to do very minimal work to call those functions and implement additional frameworks to handle hostages. The Honey Bee carry escape routes were kind of unfinished in final - I had to add an edited version of the route for the Honey Bee carrier that actually used the Honey Bee Carry route events, as the final one was just a Caution Run route to the landing zone. The enemy gunship's landing route was perfectly fine, and though it took me a bit to get it working, the functions to get the Honey Bee escape event work were also relatively minimal. The most difficult part at first was the Skull Face cutscene trigger - the Honey Bee being carried out of the fort and onto the landing zone means the player is able to pick it up after already having left the fort, having walked past the cutscene trigger. After trying to implement a new trigger area to handle this exception, I just had to give up and made an instant trigger happen when the player picks up the Honey Bee after soldiers had already started escaping with the found Honey Bee. It was probably the most safe choice. Another leftover in the files was also three of the four northern LRRP soldiers, ones walking back and forth on the roads between Sakhra Ee Village and its observation posts. I only had to add one enemy soldier locator to those. However, I had to manually add all the routes and enemy soldier locators to Sakhra Ee Village, and the prisoners' locations had to be added manually as well - I stole one from a side op, another from a mission (Occupation Forces) and had to make up a new location for the third. Additional help to tie it all together and provide context was from some leaked excel spreadsheets. One detailing enemy dialogue gave context to unused interrogations I reimplemented here, another had mission support radio that supplied context to some unused radio lines that I reused as well. One interesting radio call I didn't get to reimplementing due to how the final game works is an intel radio for the Hamid Survivor's corpse you'd find on your way out of the fort, after his throat had been sliced by the Skulls.
Probably might have figured that they should have funneled the player through the southern part, since it takes a long time to go around this whole ring. There's still some code left, they might have put a bit of time implementing it at some point.
Also there's one phrase that Venom says about DD when you deploy with him for the first time that only plays with Japanese language and when you equip with golden camo in at least 3 things Venom also says something, i assume those don't play in english because there were never recorded, am i right?.
Some important commentary for future mod makers and just an extra fun fact: I did try to add a new Optional Task for all the three hostages during development, but it was already too late for my save file to realize that it offsets the Optional Task save flags array, creating the possibility for save file corruption. That didn't make it into any released versions though, no need to worry.
"North path through Sakhra Ee Village is now accessible, the village and its observation posts now occupied with soldiers" Could you help me find this path? I've looked around and I can't find it.
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But I went the route you've made and it did seem like a full, fun mission.
Thanks for making and uploading this mod. :)
was it just sitting hidden in the files?
The Honey Bee carry escape routes were kind of unfinished in final - I had to add an edited version of the route for the Honey Bee carrier that actually used the Honey Bee Carry route events, as the final one was just a Caution Run route to the landing zone. The enemy gunship's landing route was perfectly fine, and though it took me a bit to get it working, the functions to get the Honey Bee escape event work were also relatively minimal.
The most difficult part at first was the Skull Face cutscene trigger - the Honey Bee being carried out of the fort and onto the landing zone means the player is able to pick it up after already having left the fort, having walked past the cutscene trigger. After trying to implement a new trigger area to handle this exception, I just had to give up and made an instant trigger happen when the player picks up the Honey Bee after soldiers had already started escaping with the found Honey Bee. It was probably the most safe choice.
Another leftover in the files was also three of the four northern LRRP soldiers, ones walking back and forth on the roads between Sakhra Ee Village and its observation posts. I only had to add one enemy soldier locator to those. However, I had to manually add all the routes and enemy soldier locators to Sakhra Ee Village, and the prisoners' locations had to be added manually as well - I stole one from a side op, another from a mission (Occupation Forces) and had to make up a new location for the third.
Additional help to tie it all together and provide context was from some leaked excel spreadsheets. One detailing enemy dialogue gave context to unused interrogations I reimplemented here, another had mission support radio that supplied context to some unused radio lines that I reused as well. One interesting radio call I didn't get to reimplementing due to how the final game works is an intel radio for the Hamid Survivor's corpse you'd find on your way out of the fort, after his throat had been sliced by the Skulls.
Can someone tell me if it works with languages other than English?
Thank you
Could you help me find this path? I've looked around and I can't find it.