Difference between revisions of "Goon Squad"

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I will warn you, the enemys in this mission have VCOM enabled, and I'd also like to remind all players that you might wanna turn up your music volume for this mission. There's a trigger at the beginning that plays a song when you move out. So, I fully advise leaving at the same time to get the full effect of the song.  
 
I will warn you, the enemys in this mission have VCOM enabled, and I'd also like to remind all players that you might wanna turn up your music volume for this mission. There's a trigger at the beginning that plays a song when you move out. So, I fully advise leaving at the same time to get the full effect of the song.  
 
==Changelog==
 
==Changelog==
 +
 +
===Version 2.2===
 +
*removed two accidental extra "Subway" squads
 +
 +
*upgraded CO, SL, TL, Pilot, Medic radios to ANC/PRC 148 JEM
 +
 +
*changed squad group names to match their slot screen names
 +
 +
*fixed classname on AT specialist's extra ammo
 +
 +
*fixed Zeus #2 and #3 owner names (both set to 'zeus_1')
 +
 +
*increased version number from v2.1 to v2.2 to reflect changes
 +
 +
(this change list brought to you by Trenchgun, who made all these changes during his audit. Fucken legend.)
 +
 +
===Version 2.1===
 +
*Changed Sea Stallion VIVs into regular, and made them into respawn locations.
 +
 +
*Got rid of Respawn LAVs
 +
 +
*Added resupply boxes nearby both stallions.
 +
 +
*Set up vic respawns for all boats and helis.
 +
===Version 2.0===
 +
*Overhauled starting setup, moved closer to the map (still off map.) All players excluding helicopter pilots now start in boats to ensure no physics fuckery.
 +
 +
*Added actual task markers and shit because im no longer lazy
 +
 +
*Changed Squad Names/Ordering, marked squads where Laws of War was needed
 +
 +
*Actually made the HEDP Ammunition work. Turns out having that HE part is vitally fucking important
 +
 +
*Changed up briefings and intel stuff to reflect new start location and story
 +
 +
*Added new vic (rhs SOC, sue me.) for Command so they feel special.
 +
 +
*Gave Heli Pilots LRs
 +
 +
*Deleted some boats that were far out in the ocean, replaced starting boat with the LPD-28 San Antonio
 +
 +
*Got rid of Assault Craft, just made 8 rhibs, one rhib per squad,
 +
 +
*Updated Version Number
 +
 +
*Kept my music trigger in, SUCK IT. (I emailed Leslie [co-creator of carmen mirandas ghost] about copyright issues and usage of the music in videos and streams. She chill with it, thought didn't fully understand. But, turn off music at start just to be safe.
 
===Version 1.1===
 
===Version 1.1===
 
* Added cTab to Commander and Androids to Squad Leads in XPTLoadouts
 
* Added cTab to Commander and Androids to Squad Leads in XPTLoadouts

Revision as of 19:08, 12 August 2020

Goon Squad
Mission-goonsquad.png
Author SkytechCEO
Map Pulau
Gamemode COOP
Type Main Op
Player Count 57 + 3
Latest Version 1.1
Repository https://dev.tmtm.gg/SkytechCEO/goon-squad


It's time to goon out lads
~ SkytechCEO

Description

TMTM PMC Forces suit up and operate in the islands of Pulau to recapture them from the TLA, and investigate possible Russian influences behind the take-over.

Assets

  • 2x CH-53E Super Staliion
  • 4x Assualt Boats
  • 2x RHIB
  • 2x LAV25 Respawn Vehicles
  • ∞x TMTM Autism

Additional Notes

I will warn you, the enemys in this mission have VCOM enabled, and I'd also like to remind all players that you might wanna turn up your music volume for this mission. There's a trigger at the beginning that plays a song when you move out. So, I fully advise leaving at the same time to get the full effect of the song.

Changelog

Version 2.2

  • removed two accidental extra "Subway" squads
  • upgraded CO, SL, TL, Pilot, Medic radios to ANC/PRC 148 JEM
  • changed squad group names to match their slot screen names
  • fixed classname on AT specialist's extra ammo
  • fixed Zeus #2 and #3 owner names (both set to 'zeus_1')
  • increased version number from v2.1 to v2.2 to reflect changes

(this change list brought to you by Trenchgun, who made all these changes during his audit. Fucken legend.)

Version 2.1

  • Changed Sea Stallion VIVs into regular, and made them into respawn locations.
  • Got rid of Respawn LAVs
  • Added resupply boxes nearby both stallions.
  • Set up vic respawns for all boats and helis.

Version 2.0

  • Overhauled starting setup, moved closer to the map (still off map.) All players excluding helicopter pilots now start in boats to ensure no physics fuckery.
  • Added actual task markers and shit because im no longer lazy
  • Changed Squad Names/Ordering, marked squads where Laws of War was needed
  • Actually made the HEDP Ammunition work. Turns out having that HE part is vitally fucking important
  • Changed up briefings and intel stuff to reflect new start location and story
  • Added new vic (rhs SOC, sue me.) for Command so they feel special.
  • Gave Heli Pilots LRs
  • Deleted some boats that were far out in the ocean, replaced starting boat with the LPD-28 San Antonio
  • Got rid of Assault Craft, just made 8 rhibs, one rhib per squad,
  • Updated Version Number
  • Kept my music trigger in, SUCK IT. (I emailed Leslie [co-creator of carmen mirandas ghost] about copyright issues and usage of the music in videos and streams. She chill with it, thought didn't fully understand. But, turn off music at start just to be safe.

Version 1.1

  • Added cTab to Commander and Androids to Squad Leads in XPTLoadouts

Version 1.0

  • Initial release