![]() ![]() The first level in the final game that is based in Okinawa is Blowtorch & Corkscrew, and this has codename oki2. Mentioned in the progress tracker, this would have been the first mission based in Okinawa. No mention of it is otherwise found in the mod tools or the final game. Would have been the third mission based in Seelow, meanwhile there is only two in the final game. The level script, a file in the soundaliases folder, some animations, and a string file remain. The level would have either ended with the player running out of ammo or a timer running out. The player would have then fought off three waves of Japanese soldiers. The level would have started with the player being awoken, alerted by an officer that Japanese forces were approaching and they were low on supplies. Only level scripts and some textures remain.Īn introduction to the game that replaced training before being itself cut. Three levels from the cancelled British campaign. Only level scripts, HD screenshots and some textures remain. - (LUCAS) Need to be able to "use" the plane via script, UseBy() ![]() - (LUCAS) Tracers need to work on player vehicle weapons. - (LUCAS) Need a friendly_set() similar to target_set, just can't padlock to them. - (LUCAS) Bug about camera offset not staying with the plane during Rolls/Flips. - (LUCAS) Notify for when the player switches weapon (only for the fly level, player_cmd bound) - Remove Temp Hud, wait for code to implement it correctly. The following comments allude to what was still to be done with the level: The Japanese soldiers surrender and the level ends. Once the player has killed all enemies and destroyed all guns on the ridge, when the player is instructed to drop the napalm loaded in the refuelling sequence. If the player follows the road to the north of the ridge, they are able to stop a convoy, stopping a call for reinforcements. The player is attacked as they assault the ridge. The plane is then orientated so the player can resume control of the plane. The player flies back to the airfield, where an in-game cutscene will take over. As mentioned in event 1, the number of enemies here is determined by whether the recon plane was allowed to escape. The player is alerted to the presence of Japanese planes, when the player is required to fight off a set number of planes. While this is occurring, ground troops will be storming enemy positions. These instalments are guarded by AA guns, which the player must evade. The player then flies over and destroys enemy instalments with their machine gun and rocket launcher. The player is joined by their squad, with red smoke marking out targets. If they chose to destroy it, less reinforcements would be called later in the level. Interestingly, the player would have seen a scout plane at this point. The plane flies over the beach which the player sees their allies storming. The player starts in a plane, with markers spread around the map for players to get a feel for the controls. The level is reasonably complex, as the player can change its course, depending on whether they prevent intelligence from reaching the enemy. Script files for the mission can be found in the mod tools, which are appreciably well annotated. Though it's tempting to assume this is an early version of pby_fly, it is in fact a completely different mission.
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