Squad Level Tactics is a mission for Operation Flashpoint Dragon Rising that focuses primarily on the players ability to command a squad of AI soldiers through a gauntlet of hostile PLA forces in an attempt to complete a series of dynamic mission objectives. This mission offers a completely dynamic tactical gaming experience. With random weather, time of day, infantry and vehicle spawning, objective placement and the complete use of the island of Skirinka in addition to the entire island of Skira, anyone will be able to play this mission with virtually unlimited outcomes.

Report RSS Finally Authorized!!

At long last, Squad Level Tactics latest update is authorized and available for download!!

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Well, after ironing out some issues with my download page, the updated SLT v1.67 is finally available for download! This is the first official release since the page has been moved over to the mod section and I'm very excited to say that this is by far the best squad level tactics yet.

For those of you that had the initial release of SLT v1.67 from filebeam, the version available here is a newly revised version and fixes an issue with coop play not ending properly when the player fireteam dies and there are other echelons still alive in the squad. Also there is one word changed in the code that makes a dramatic difference in the density of PLA activity in and around locations that have already been cleared.

I'm very slowly getting some more in depth documentation together to better explain everything in the mission and how to use the config file to really create the conditions in game that most suit your prefered game pace and difficulty. I've gone to extremes to make an array of variables available to the player so that you can decide how you want to play the game and where in the game world you want to run.

One of the big things that I'm anticipating for the next edition of Squad Level Tactics is the creation of fortified US camps that will be under the threat of a PLA opposition at any time. I'm hoping to be able to add a defend the position angle to the game. Although it will not be an official ingame objective, it will be fun to try to hold down the fort sometimes. I'm pressing to get this done, but at the same time I feel like the code is finally where I want it, so now it's time to concentrate on the finer asthetic details of the missions. There is much to do since I have to create prop arrangements for 30 unique startzones, but I will not settle for anything less than a solid visual presentation.

Comming in the very near future (I hope) I will be posting some bits and pieces of media that I've been piling up since I've had more time to play the mission than code it. Keep your eyes peeled!!

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