this, the suffering, the saboteur, deadly premonition are the only games in existence i cant get into because of graphics. It feels like an emulated game or something, gives me the vibes of like a sega genesis game and i can never LOVE them because of those graphics
!very important thing! Using setObjectTextureGlobal in the init field is not optimal. Therefore, I recommend replacing setObjectTextureGlobal with setObjectTexture if you are using this command in the object's init field. Or, you can discriminate in the init field by placing the code inside an "if then" statement like this: if (isServer) then { this setObjectTextureGlobal [0, "texture\FNCAR.jpg"]; };
Yeah, sadly, unlike the first game, this one hasn't received a backward compatibility release for the later Xbox consoles. And more sadly, it's no longer available in the PC store for EA, so if you didn't purchase it several years ago, you're unable to buy and play it on PC now.
One time, I cleared the way for the FROG-7 before putting the mafia thugs in the transport truck. Then, when I returned to the mafia guys, they were unresponsive. I had to go back and deliver the FROG-7 myself
What I would assume is that the code for this is set up something like this: When (A, B, C) are dead, then the driver starts to drive to the destination. So, there is no 'AND the mafia are delivered to the truck' trigger-part.
These gates are literally the second worst thing about this game next to enemies that decide to just run you over with a vehicle. The three at the end of the game are infuriating. Well I guess it's only the ones at the end that are bad. But still just the fact you can't destroy them but you can destroy almost everything else is insane.
That with vehicles I can relate to XD And the gates stand also often in my way. But they can be destroyed, they eat a lot of damage, at least in the Xbox version.
@@Talvald_the_Traveler I played it on PS2. The gates appeared to be indestructible, but I guess they actually weren't. Yeah the enemies running you over with vehicles in this game is so bad because you die instantly and the sound effects make it hard to hear them. At least in Mercs 2 on PS2 they fixed this and getting run over just hurts you a little instead.
It's the Xbox backwards compatible version, and that one I'm very happy that exist. Because this game is a gem, and before the release I feared I would never again be able to play it. So it was a very happy moment when I found out that there was now a backwards compatible version for this. And thanks =)
The assassination missions are some of the more funnier and better missions in this game. So having different ways to do them stealthy are just adding on it =)
Hehe. I did mostly play this gane linear, so did thing in order and drived from A to B. So it's fun to replay it and find out that you can do stuff like this.
The cool thing is that you can control all of these guns, so you can play with the prototype in the South Koreans final mission in act 2. Sadly that gun are to far away from the North Korean base, so you have no real targets. Kinda like these two guns in "The Guns of Kirin-Do".
@Talvald_the_Traveler does the death count stop going up if you take control of the prototype gun on the South Korean contact? After the rest of the artillery is destroyed, of course.
Yeah, especially when you can steal the chopper in this mission and cancel the contract. Then do the mission up again, now with the chopper and have a easier and funnier time XD
If you have a physic copy of the game to the orginal xbox, yes. Xbox 260 has the possibility to play old xbox games. But this version I played here is the digital version for the xbox one, so I don't think so...
@Talvald_the_Traveler oh yeah never mind I am dumb I did buy it on my pc through the xbox app but I couldnt find it to download now I gotta look through my pc I guess lol
It's on the original xbox version, there may be differences in the psp version since it has another studio behind it, so the code may be a little bit different, but I haven't played that. But, it's probably a feature and not a bug since friendly AI can't complete the objects in the campaign, why then should they be the reason for a lose?
@@Talvald_the_Traveler hm, interesting But yea, might be cuz of version difference Anyways, need to check if it's really like how i remember and it's not me actually dying on the last ticket xD
Can you be more direct on what you mean with is it possible to do? Since we are not using Eden Enhanced in this case, the only comment about it is through a callback to a previous tutorial =)
@@Talvald_the_Traveler ye mate no biggy. I just found your channel so I thought before I keep search a solution for another hour or so I might just ask you :D It would be easier for me to use triggers for the whole process. Them sqfs just kinda look scary to me lmao so I wanted to know if/ how I could use the code in triggers without Eden Enhanced (which bugs out for my friends and me) I just want to add an interaction to an object to rig it with C4 and blow it up after a few seconds or manually (via a radio trigger for example). I work with triggers alot and they tie in better into my work flow and I just do missions for a couple of friends so the actual quality of it all doesn't matter too much. After all, jank is hilarious if it doesnt kill the mission flow. We use Hamachi (something like Radmin which mimics a LAN connection) for our game sessions, so no dedicated server.
@@warlockiii1846 Yeah, you can use triggers insetad of the sqfs (I like them beacuse I feel it's less messy on the map, pluss easier to share, like now ;) ) So to use triggers, just head over to github with the link, copy the code inside addHoldActions.sqf and past it inside a trigger, remember set the trigger to server only if using the remoteExec or it will get messy. If you can't use server only, instead of the remoteExec ["BIS_fnc_holdActionAdd", 0, plane1]; You place down this: call BIS_fnc_holdActionAdd; But then players joining in later or reconect will not have this action if they come afther the trigger has been triggered. If you want every player to be enable to do the action, just remove this part; && (_this getVariable ['isBomBSpecialistPA', false]. Then you just set a condition for activation, I advice you to give it a little time afther mission start. Then you can just continum the next step in guide, since that part are using triggers. and if you want a radio trigger to trigger the explosion, set this in the condition; this && plane1 getVariable ['BombPlanted', false] and this in On Activation: PlaneBomb setDamage 1;
@@Talvald_the_Traveler damn mate thank you so much! This shit gonna elevate my missions on a whole new level you already made my day man. I will try this out later and see if it works as intended
Honestly hated the quick time event aspect. It was a game gimmick of the time which has not aged well. Definitely with the PC port of this game being you have to remember which keys do what. LOL
Yeah, the QTE may have been some of the worst features in the game. For some weird reason they did also add this to the PS2 port of this game, but without no really consequences. So you just ask youself, why?
what the heck are we supposed to download? I've clicked different download buttons on the screen for that link and have gotten all kinds of goofy junk.
I've updated the link to direct you to a Google Drive where you can download the installer for the program. Thanks for giving a heads up about the problem =)
@@Talvald_the_Traveler I did figure it out eventually. The download was hidden beneath an ad that brought you to the downloader for Sumatra PDF. Cheeky.
Yeah. But take note the commands have a local effect, but if one do like in this short and dosen't set the trigger to Server only, the script will spawn for everyone.
I'm playing Mercenaries right now on my Xbox Series S, both that and the OG Star Wars battlefronts are there to be bought. Not sure on other consoles but it's possible