A list of puns related to "Large Strategic Science Missions"
I recently found out the British Avro Lancaster only had a single pilot at the controls with a flight engineer sitting next to him who had no flight controls. The Lancaster would perform long range, strategic bombing from England against Germany especially at night with missions that ran long for over 8 hours. How did a single pilot with no modern autopilot (meaning hand flying the entire time) manage such long missions? What happened when the pilot needed to relieve themselves, or eat, or got tired? And finally, do we have any sense for how many losses of Lancasters were caused purely due to pilot fatigue?
Hey guys,
Posted this on the BI forums but no one has replied so i thought I would try here...
I'm currently working on a Strategic Map with multiple missions, after having a read through some posts and youtube clips im still at a bit of a loss...
So far, I've managed to create the strategic map, the missions and tasks. Once the mission is selected it is assigned to the player and the player can commence the mission.
In the mission folder i have 3 x separate "Mission.sqf" files for each of the missions with the below code:
M1 setTriggerActivation ["West", "NOT PRESENT", true];
sleep 5;
deleteVehicle Mission;
What I would like to know/learn/someone help me with is:
Once the mission is selected the screen fades in & out and the player is teleported to the starting location for the mission
a Custom group, for e.g 3 x Recon rifleman,Β is then assigned to the player with a custom loadout created by me
upon completion the group is deleted and the player is returned to the base with the strategic map.
What code do I need to add to my Mission.sqf file?
any help would be much appreciated.
Title
With the cell-based seafood market projected to reach $17.3 billion by 2031, Umami is working to position itself as the leading technology platform for making cell-based seafood more affordable to produce at commercial scale and more accessible- SEED ROUND LED BY CULT FOOD SCIENCE!!! don;t know about you but im ready for tis IPO to come out
From the DRG Wiki
"Coming within 2 meters of a Mini-M.U.L.E. for the first time will trigger a large wave of enemies after 12 to 30 seconds. Another, smaller wave of enemies will spawn when one of the legs that are found near each Mini-M.U.L.E. is dug out. This leg is picked randomly."
With this information in mind, please do not get near any mini mules without any preparation. The large wave is no joke especially in higher hazard, often spawning bulk detonator, cloud of macteras and sea of glyphids. Note that the waves will stack if you trigger multiple mini mules at a time, creating the infamous "Why the fuck there's so many bugs there's not even a swarm" wave in salvage mission.
Putting the players aside, my complain is the game itself should clearly cue this information in-game. Our friend group with 500 hours in DRG and probably most players discover this fact through wiki and word of mouth of others.
Lets compare this to breaking an egg in Egg Hunt mission.
Breaking an egg:
Getting near mini-mules:
So my proposed solution is to have getting near mini mules some sort of similar audio or visual cue to breaking an egg to help new or even old players discover this rather important fact for their well-being in playing DRG (especially in EDD)
Please see the update from Emma here:
HEY Gang! Just wanted to make a huge announcement - we are adding to the UltraSafe core team! @zatoshin will be joining us as our Strategic Advisor, lending his knowledge, creativity, contacts and experience to UltraSafe! This is incredibly bullish for so many reasons, Zat has worked with many huge names in crypto (such as TrustWallet and Hacken).. he will be helping us to implement some of the plans we have for the future of UltraSafe such as our plans to move from the Binance Smart Chain and build our own protocol... more info to come very soon.
Zatβs Twitter: https://twitter.com/Zatoshinn
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