New version for the dynamic whole map mission with massive changes. Now both side AI try to capture camps from each other, military activity happens mostly inside 2-6km radius from closest camps and much more. See the change log
Change Log:
0.80
-After meething resistance both side AI armies try randomly to capture opposite side camps (the side with more camps, more likely). Player is notified of on going events and fast travel can often be used to take part of the action. If player dont get near, the battles are solved with random factor which depends on nearby guardpost. The more static weapons is placed near camps, the less like enemy can capture the camps. Also now military appear mostly in areas where their camp is 6-2km away, they cant call reinforcements if too far, reinforcements arrive delay depending how far the closest camp is. When there isnt enemy camps near, the hostile traffic is now small armed groups driving with civilian vehicles and they cant call reinforcements too (yet). In villages there could still be enemies hiding anywhere.
-Last 30 vehicles are now stored to be spawned back when player is close again, if the vehicle was operative and player had been driver, gunner or commander for it. Remembers fuel, damage, minetruck ability, dir, pos, class. Dont store anything in vehicles.
-Streetlight can be toggled off now (see briefing), much new pics for briefing.
-Smoke grenades on dropped vehicles and crates should stuck in loop anymore.
-When enemy captures camp, static guns and camp guards no longer spawn instantly. Mission starts with randomly more friendly camps.
-Much other tweaks and fixes.