OFPEC Forum

Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: gambla on 22 Dec 2008, 13:20:43

Title: (Review Completed) [Campaign] The Magnificent Eight
Post by: gambla on 22 Dec 2008, 13:20:43
EDIT:  21 August 2009     > please review      :check:

> last changes: reworked "object failed" in mission 6 "Resurrection"       - 21 August
> last changes: "cutscene error" fixed in mission 6 "Resurrection"         - 20 August
> last changes: "marker config error" fixed in mission 6 "Resurrection"
> last changes: mission 3 :  "Hunapu"

   
Hi,
this is my first campaign for ArmA. I'm not very familiar with scripting, so it's very basic. As matter of time, i too have waived big cutscenes, i just woud never get it finished. Now i hope i can release the second part this summer. I'm not a native english speaker, so please excuse any bad or very simple english language.  


About the Campaign:
____________________

Inspired by books and other missions and campaigns, i liked to combine my favourite role as a Sniper with being the leader of a Special Forces-team behind enemy lines. The main and only real features of this campaign are the ability to transfer the health-status and weapons/ammo (weaponpool) from one to the next mission. This is based on PMC's "First Fight"-Campaign, so all credits go to them.

As far as the game allows and it's still fun playing, i've tried to make the campaign as realistic as i can:

- The main objective is always to keep your team alive. So if you die once or any team mates, don't complain the missions are to easy. Btw, the difficulty will increase with the missions.
- You need to care for your weapons and ammo, don't waste too much. Check your surroundings for any weapons and ammo, you may need it the next mission.
- Being deep behind enemy lines, be careful and patient like a real Sniper. Make use of your environment, plan your next step.  

Thanks again to the beta-testers: Zipper5, Cheetah, schuler, mathias_eichinger, savedbygrace, bert



Download:
___________

EDIT 06 August 2009    > attached "version V1.2 Final"



Details:

______

Title:        "The Magnificent Eight" Part I
Version:       v1.1
Date:          6 August 2009
Missions:      6 of 12
Type:          SP-campaign  
Game (version):  ArmA 1.14 - Queen's Gambit
Role:          Team Leader / Sniper
Difficulty:    increasing
Island:        North Sahrani
Author:        gambla
E-mail:        gaza(at)gmx.de    


AddOns:
_________

   EBUD SOCOM             http://www.armaholic.com/page.php?id=886
   RHS Hind                   http://www.armaholic.com/page.php?id=1099
   RHS Hind Fix               http://www.armaholic.com/page.php?id=5619    (edit August 4)
   SCUD Launcher           http://www.armaholic.com/page.php?id=1459
   ZU-23 23MM Antiaircraft Truck FIX       http://www.armedassault.info/index.php?cat=addons&id=147
   ZU-23 23MM Antiaircraft Gun (v 1.13)   http://www.armedassault.info/index.php?cat=addons&id=145 (http://www.armedassault.info/index.php?cat=addons&id=145)



Features:

________

- Team Health saved:

At the end of the mission, your and your team's health status is saved and you start the next mission with that status. If a unit dies, it will not be replaced in the next mission.

- Weapon Pool saved:

At the end of the mission, weapons and ammo you are carrying are saved and you start the next mission with that equipment. Additionally, later in the campaign, there will be a vehicle for storing weapons and ammo in.



Story:
_______

September, 2006. North Sahrani is suffering for decades under a communist regime. People are starving, a healthcare doesn't exist. But daily corruption allows a few privileged to live in prosperity. The tension was growing, so South Sahrani got afraid of a coup d'etat of the northern SLA. The US government, supporting the southern kingdom, reluctantly agreed to do very few clandestine recon missions. One of theses missions ended in a total desaster, the contact to the four operators of team "Outlaw2" was lost. As it was assumed, that they are either dead or moved to an unknown location, no rescue mission was ordered. Not at least for obvious political reasons...

"Leave no man behind" has been your credo for years, since your first tour at the age of 20 as a Lurp (slang for LRRP (Longe Range Recon Patrol)) in the Nam. You served your country, did your job and fought for freedom, but eventually you fought only for your brothers in the teams. Today, as a retired Captain, you were on holidays in the beautiful south of Sahrani and planned to visit your relatives, the Gastovskis, in Obregan later. This is when you got word of the captured US soldiers. After struggling for days and sleepless nights, you decided to do what you can do best, you go back to war...

Using your old connections to the Marines, eventually some cammys, a M9SD and a CRRC fell off a truck. You too asked your friend to inform the US headquarter of your mission two days after you've left for the North. From the Gastovskis in Obregan you learned of an old POW-Camp on the Isla del vida, offshore the east coast of North-Sahrani. Things slowly came together...



Known bugs / issues:
     
_________________        

- This campaign uses saveStatus and weaponPool, so this requires to delete any old savegames of this campaign in your  Arma-folder, usually located here: "My documents/ArmA/Saved/Campaigns/TheMagnificentEight".

- Reverting in the campaign is not possible without the risk that your saves and weapons get lost/corrupted.

- Cutscenes on every mission-start:
This little intro is needed to give Arma some milliseconds to delete any dead AI ("deletevehicle"), otherwise you first see their dead bodys, then disappearing the next moment. And this way, the dead AIs are not displayed in the roster on the screen bottom.

- Mission 1:
Due to darkness and the bad weather (ranges from heavy rain to no or slight rain) the visibilty can range from good to very bad.

- Mission 6:
An error msg. appears: "'burst'/ is not a classname...". There's a fix to download but i never made it work.



Credits:       "PMC" for their great Campaigns
_________



Beta testers:  Zipper5, Cheetah, schuler, mathias_eichinger, savedbygrace, bert
_____________




Radio Codes:

___________

US Marines Headquarter:       "Arizona"
Player=Allen Falkner:       "Ghost1"
Team:             "Outlaw2"



Changelog:      
___________

6 August 2009:

-mission 3 :  "Hunapu"  - End-trigger fails         = done
(trigger timeout reduced)

previous changes:

-added Outro                          = done

-delete Loose-condition "team truck not alive"      = done
-extend briefing-notes, more information, story      = done
-Background Story only in first mission         = done
-Note: Important to search ammo for next mission!   = done    

-mis1: ability to turn off alarm                  = done (by savedbygrace)

-mis2: link to Camp does not work                  = tested ok
-mis2: define correct truck / lock others               = done
-mis2: rund down / behaviour of one patrol         = tested and looked realistic

-mis4: lock vehicles                        = done

-mis5: note to get back to the camp          = done

_______________________________________________________________________________________

OFPEC Download (http://www.ofpec.com/missions_depot/index.php?action=details&id=206)
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: Zipper5 on 22 Dec 2008, 16:06:34
Nice to see you've got the first part released, mate. Will be sure to test it out. Any chance of secondary mirrors? Rapidshare won't let me download anything from it. :(

In terms of the this:
Known bugs:       - Mission "Resurrection":   error msg.: " 'burst'/ is not a class..."
___________

I believe that this is caused by the RHS Hind. You can fix it by including this fix that RHS made for it:
http://www.armaholic.com/page.php?id=3599

Hope that helps you out. :)
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 22 Dec 2008, 16:46:29
Hi Zipper5,
just added a mirror and attached it to my first post. Thanks for the link to the Hind-fix, but i'd already tried this and it didn't work.  :dunno:
But i keep on working on it...
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: mathias_eichinger on 06 Jan 2009, 21:55:14
Hi gambla, had a try again with your campaign...

Campaign Overview

Nice picture, I like the use of woodland units for a change.

Intro

It just shows some US units that are arrested. Not bad, but nothing special either.


Mission #1: Comeback

Briefing

Great story that you have got here. The plan is very good to follow, the map is tidy and not too many markers are used.

Mission

I board my boat on the little island, cross the water and then I am ashore in enemy territory. As last time, reaching the barracks was no problem. The silenced pistol was great for killing the guards, lying a few meters in front of them. Probably because of that the men in the barracks did not really react. only once or twice there was somebody coming after me. There are a few good placed units tough that took me by surprise.
In the end, it was not overly difficult to free my men, arm them and kill the few units that formed the counterstrike (or did I overlook some of them?).

The rest was easy: Just run towards the boat, disembark at my "home island" and reach the tent.

Outro

None present.

Conclusion

A nice start for a campaign and the lack of a rifle at the beginning of the mission makes it a nice change to many other missions

Cheers

Mathias
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 07 Jan 2009, 14:30:15
Hi Mathias,
thanks for the test. I made it an easy start to get in the Game, so this was intended. I'm happy that there are no major issues so far. Hope you enjoy the next challenges... :) 
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: mathias_eichinger on 11 Jan 2009, 21:06:21
Ok, on with

Mission #2: Escape

Overview

The overview has got a decent picture. Good work here.

Intro

Very short scene about getting on the move, could be better.

Briefing

The Briefing is good as always, contains the information one needs in a concise way plus it offers the background story.

Mission

As I started to move out, I rapidly got company by an UAZ and a few soldiers. Luckily, me and my squad were able to win this fight, as the UAZ proved to be a necessary tool of survival.

Note that I am playing on 1.15 beta, which probably explains the aggressive engagement of the MI-17 door gunner. The helo circled over us and killed me numerous times on my dash to the woods. Finally I used the UAZ'  MG to get rid of this threat. On the way to the camp there were a few more enemies, but they were fairly easy to beat. Nice little mission, but the prepared camp at my end point of the mission is a bit illogical.  :D

Outro

None present.


Cheers

Mathias
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 13 Jan 2009, 19:04:30
Thanks again  :)
yes, following the story, the camp was prepared by the "Player" (as full professional Green Beret  :D) in advance to provide food and medical treatment for the rescued pows. Don't forget that he could do this easily before the SLA were hunting them... Or do you mean something else with "illogical" ? Maybe i've just overseen something ?  :dunno:

cheers mate   
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: mathias_eichinger on 13 Jan 2009, 20:18:25
Nope, I was referring to the camp.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 30 Jan 2009, 19:51:42
Well,i can't even find the boat before first mission is over(successfully).What could cause this?ECS mod?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 31 Jan 2009, 09:36:22
Sorry, when don't you find the boat ? After your rescued the pows, you should find the boat where you left it ?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 31 Jan 2009, 10:19:00
Sorry,i mean just when mission starts from small island with just me and boat.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 02 Feb 2009, 13:44:05
Due to darkness and the bad weather (ranges from heavy rain to no or slight rain) the visibilty is ok or very bad (but realistic). Afai remember, just go NW down to the beach, theres even a marker on the map where to find your boat.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 03 Feb 2009, 16:43:56
Sorry,i have to be even more clear.I mean mission is ending before i get to boat.About 10 sec from start i hear something like "2,3 follow 1" etc and mission ends.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 13 Feb 2009, 14:50:54
@hamis:  Sorry for being late. Maybe i had to change something for testing... I'll have a look into it.

@mathias: Have you finished it yet ?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 14 Feb 2009, 08:15:05
I'm surprised there has not been more feedback on this one.
Campaign overvew pic is excellent. Text is descriptive enough and you even included a border. Kudos.
Comeback
Overview
Mission one overview was okay although the pic gave me the feeling of a night time operation. Text was good.
Intro
Was good but ending was long and drawn out.
Briefing
Links worked, Plan and notes were great, markers were good. No weapon selection followed the story somewhat.( I must say though..a silenced M9 and ammo is not that difficult to come by for a retired veteran and so 2 mags seemed a little unprepared to me) but no complaints, you balanced it nicely to prevent a forced waste of ammo.
Mission
My first instinct was to ignore the insert marker and make landfall at the southern tip to prevent being spotted rambling up to a pier in a motorboat :). This however proved time consuming because the AI refused to use the southern slope of the island. I would add setdammage to that open gate section and add a new closed section OR barracade it with wire to prevent the player from using that entrance. In addition, I would add wire barracades at the shore to deter the player from using that obvious entrance. You could also insert a comment in the intel section that the southern shore is mined with AP explosives as a heads up.

Anyways,
The camp was laid out nicely, one patrol making its way around was good. A small response. I would change the behaviour or setunitpos the tower guards though when the alarm sounds. Also, the guards at the northern approach gate did not respond to the alarm.(I came through the southern gate)

PLEASE make that dang alarm to where we can deactivate it by addaction in that command tower or by approaching a section of the building where it is coming from?

PLEASE have the AI auto equip them selves i.e pow1 domove getpos ammotent or uaz1, pow1 playmove "whatevertherearmanimis", pow1 addweapon "ak47" etc.
I know it adds to the objective for the player to have to order his guys to arm but come on.....they keep going to the same dead guy who has no weapons and besides that, they are supposed to be trained SF units, they can decide for themselves what to get and they should have been paying attention to where the enemy stashes their stuff, patrol timing and numbers and other escape critical things. I would prefer to take on the response squads on my own rather than have to babysit these supposed soldiers in to equiping themseleves. Just increase the response squad number a bit and add something like "Grab a weapon and as much equipment as you can carry and fall in at the north gate. I'll be there waiting" then print a hint for the player to guard the guys while they heal and arm themselves. One of the guys also got stuck in the clutter of dead enemy that I took out with a grenade by the fire. I had to shoot his sorry arse like a lame horse.

Returning to the start point was a good idea BUT......the second missions start point nullified any immersion created by the first because why return to the southern island when the actual camp is on the mainland? why even start from that island? I would move the start and finish point to the mainland where mission 2 picks up OR in the water half way between the two.

Escape
Intro
none
Briefing
Camp link does not work
Mission
The moving was slow going as I did not trust the AI and so I would take point and engage any that I encountered before they had the chance to see my men.
The camp is illogical because the player arrives in a boat. Why would he sneak so far inland to search for a camp spot and then risk setting one up? Why not place the camp in a cove along the shore and hide it by trees and bushes? Why not make "return to the camp" part of mission 1 and make the primary objective of mission 2 to get to Hanupu and recon for land transportation?
Outro
None

Hanupu
Intro
I already do not like the cutscene at the beginning of each mission. It is not needed.
Briefing
All links work, text is good but the plan does not specify that the player must grab the correct truck.
Mission
All vehicles(except the chopper) were unlocked and so I endded up taking the repair ural, uazmg, and bmp ambulance and then had to backtrack to discover the actual ural was on top of the hill that I never bothered to search. The mission would not end otherwise. The road patrols were rundown by me and the checkpoints were undermanned it seemed.

TheMap
Intro
None
Briefing
Links work, text is decent with a few grammar errors
Mission
Starts out good. Plays well throughout. Patrols bring it to life. Taking eponia was easy enough except that there were no ammo crates by which to grab a satchel or mine to combat that BMP-2 that shows up when your kicking butt. There are a couple of rpg units but if you don't get em, then you are stuck tossing grenades.
I decided to go for an ammo truck in the base near Eponia, which meant clearing it and the surrounding fields. The fields were nothing and the base proved to be tough but I got my ammo truck, got the map and returned to the hideout. Problem #1 Do you have to be exactly where the marker is to end the mission or can I pull the truck into that church and end the mission. #2 It did not give me the ammo truck in the next mission that I worked so hard to attain. It gave me the ural back. I was upset.
no outro.

Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 19 Feb 2009, 12:33:50
Quote
@hamis:  Sorry for being late. Maybe i had to change something for testing... I'll have a look into it
Well,have you found anything?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 22 Feb 2009, 12:36:06
@hamis:

Sorry,
i'm missing the email notification...

I've checked it now and it works as it should. The mission (should) end when you are back on the island and  with the condition that obj. 2 is met (free the hostages). The message you heard:

Sorry,i have to be even more clear.I mean mission is ending before i get to boat.About 10 sec from start i hear something like "2,3 follow 1" etc and mission ends.


means, that the trigger is instantly hit by you /"West" ?

What is your Arma-Setup like, version, addons etc. ?
Which date is the mission-file ?

______________________________________________________________________

@savebygrace:

Thanks for your test so far, hope you had some fun. Some things are always a matter of personal taste, editor-skills of the author and so on - i'll consider all of it anyway. But now let me just comment some issues:

This however proved time consuming because the AI refused to use the southern slope of the island.

-ok, changed in the next version

PLEASE make that dang alarm to where we can deactivate it by addaction in that command tower or by approaching a section of the building where it is coming from?

- How can i do this please ?

Returning to the start point was a good idea BUT......the second missions start point nullified any immersion created by the first because why return to the southern island when the actual camp is on the mainland? why even start from that island? I would move the start and finish point to the mainland where mission 2 picks up OR in the water half way between the two.

my thoughts were:
1) The player starts at this island because he monitors the guard's numbers, behaviour etc.. He also believes that the POWs are in very poor condition and need some first aid and rest at his camp.
2) He doesn't move directly to the mainland as this would be the most assumed escape route by the enemy. 

Intro
I already do not like the cutscene at the beginning of each mission. It is not needed.

-This Intro is needed to give Arma some milliseconds to delete your dead AI ("deletevehicle"), otherwise you first see their dead bodys and then see them disappearing. And this way, the dead AIs are not displayed in the roster (what is it called) on the screen bottom.

Briefing
All links work, text is good but the plan does not specify that the player must grab the correct truck. 

Ok, need to change this. What can go wrong, goes wrong... :)

Taking eponia was easy enough except that there were no ammo crates by which to grab a satchel or mine to combat that BMP-2 that shows up when your kicking butt. There are a couple of rpg units but if you don't get em, then you are stuck tossing grenades.

Take a look at my introduction ("About the campaign") - you need to care for weapons and ammos, and, one main feature is to transfer them to the next mission (weaponpool). You may find some satchels in Hunapu...

Problem #1 Do you have to be exactly where the marker is to end the mission or can I pull the truck into that church and end the mission.

Always be on the marker, this could be important.

#2 It did not give me the ammo truck in the next mission that I worked so hard to attain. It gave me the ural back. I was upset.

Ok, need to think about it. Maybe i change it all and let the Player keep some more vehicles.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 23 Feb 2009, 14:01:33
I'm usually heavily opinionated when it comes to mission suggestions but as you see they are just thoughts and ideas that you can choose to use or ignore, I don't mean to sound as though your mission is not good.
Quote
How can i do this please ?
To make it so that the player can deactivate the alarm if he searches for it. Within the condition field of your trigger which detects the player or his group and sounds the alarm, add a variable such as "alarmon"to the already existing condition. Then...in the Init.sqs declare that variable true "alarmon = true". Now create a trigger in the location where you would like the switch to be, with a radius like 1 meter or so, activated by the player only, Condition: this and alarmon, Onactivation: player addaction ["Deactivate alarm","cutalarm.sqs"]. Create a script called cutalarm.sqs and within it write this..
Code: [Select]
alarmon = false
exit
That will make the action appear only when the player is standing in front of the throwswitch. And give the player the option to turn it off or leave it on. If you prefer to have it inside the raised tower you could do it in a couple of ways. #1 setposition an object of your choice in the tower and add the action to it. Although it is attached to the object it may still activate while the player is below it on the ground.
The other way is to add another condition to the trigger that detects the height of the player i.e.
Code: [Select]
(player modelToWorld (GetPos player)) select 2 >= (objectname modelToWorld (GetPos objectname)) select 2that will ensure that the player is within the radius of the activating trigger and at the same height as the objectname.
You could also have an object say the sound so if it is destroyed, it will also silence the alarm...i.e insert one of those lightpoles with a speaker and name it alarmspeaker and rather than play the sound file have alarmspeaker say the sound file.
And as another suggestion....you could add another trigger which sends another response squad if the trigger stays active for a certain amount of time. My first thought was to silence the alarm as soon as I heard it.
[NEXT TOPIC]
Quote
my thoughts were:
1) The player starts at this island because he monitors the guard's numbers, behaviour etc.. He also believes that the POWs are in very poor condition and need some first aid and rest at his camp.
2) He doesn't move directly to the mainland as this would be the most assumed escape route by the enemy. 
Well, it's your mission. But I would recommend adding something within the notes to help explain it such as....We were able to evade the patrols and return to the southern island until the frenzy calmed. We departed from that location under cover of darkness and barely made it to the mainland before the boat run out of fuel
[NEXT TOPIC]
Quote
-This Intro is needed to give Arma some milliseconds to delete your dead AI ("deletevehicle"), otherwise you first see their dead bodys and then see them disappearing. And this way, the dead AIs are not displayed in the roster (what is it called) on the screen bottom.
I understand. But perhaps you could make the camera productive by perhaps showing an objective or nearby patrol in relative position to the player?
[NEXT TOPIC]
Quote
Take a look at my introduction ("About the campaign") - you need to care for weapons and ammos, and, one main feature is to transfer them to the next mission (weaponpool). You may find some satchels in Hunapu...
I considered this and though I appreciate the strictness of having to manage your weapons, it would be a better idea for you to insert some additional ammo somewhere for several reasons...perhaps my aim as a retired veteran is not what it used to be or worse yet, I drive my truck into a patrol which blows my surplus to smithereens. In any case, adding a weapons crate within the confines of the Eponia compound is realistic. Besides, you could always be creative in it's placement.
[NEXT TOPIC]
I attempted the mission after Eponia. I left my guys at the start point because thats all they are good for really(Arma AI) and took the truck myself up the mountain until I encountered a patrol. I ran them over, pulled over and cleared the area and then moved on up the mountain on foot, leaving my truck at the edge of the woods off the road out of harms way. Half way up the hill I'm about to remove the BMP threat with my launcher when they start shooting at my empty truck. I didn't think much of it because it was empty due to the fact that I had loaded all my weapons and ammo into one of the other trucks in the third mission only to be given the ural that I took that was empty, and not having the ammo truck that I retrieved from mission four, I was left with no surplus so I didnt care if it was blown up. Anyways, they destroyed it and the mission ended. Then I could not restart because I'm guessing it saved that data and every time I retried it would end the mission because the truck was dead?

If keeping the truck alive is an objective for that mission, then I missed it.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 23 Feb 2009, 19:28:57
Thanks again for your review! Any thoughts and comments are always appreciated. Pleasebe aware that it's very important to let us mission-editors know what in the campaign is fun and which parts you don't like that much. So all testers shouldn't not forget to mention the good parts of the mission, too, what they really liked.

One issue is right, that i need to put some more background information in the briefings to make things more clear. On the other hand it will give the player a little more story too.

[NEXT TOPIC]
I attempted the mission after Eponia. Anyways, they destroyed it and the mission ended. Then I could not restart because I'm guessing it saved that data and every time I retried it would end the mission because the truck was dead?

If keeping the truck alive is an objective for that mission, then I missed it.

This should be mission "Sitrep" ("Conquer a SLA Radio Base and make contact with the USMC Headquarter") ? Keeping the truck alive was indeed an object in all previous missions. Think i forgot to mention it in this missions briefing. Anyway, i asap check the reload issue, this shouldn't be a showstopper.

Hope you ended this mission with the "endmission" cheat and have fun with the last one ?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 23 Feb 2009, 20:18:38
Well, I did not use the end mission thingie(didn't know it existed for arma) But I did revert back to the previous mission"The Map" and it seemed to hold onto the fact that the truck was still dead because it spawned the truck where it was suppose to be but it was a charred version and then the mission ended. So I reverted to the "Hanupu" mission before I actually acquired the truck, completed it again, and when "The Map" mission started..it ended for no reason but the truck was not charred. Got me. I'll try again when you update.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 24 Feb 2009, 07:53:23
Quote
means, that the trigger is instantly hit by you /"West" ?

What is your Arma-Setup like, version, addons etc. ?
Which date is the mission-file ?
Arma 1.15.ECS-mod,gdtmodhdr,Six_tracers,others mostly replacement stuff.The mission date is 22.12-2008.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 24 Feb 2009, 10:38:14
@hamis:
Ok, the mission date is correct. Obviously it seems that you are currently the only one with that start-problem. I'm not an Arma expert but it's first to recommend that all other Addons should be disabled. Then, if needed, backup all your personal mission-saves of the folder ArmA/Saved/missions/x and delete all save-files after that (i'll explain this later). Then just try again. I changed from 1.14 to 1.15 beta and it seems not causing this issue. Good luck, i think it's worth playing !


@savedbygrace:

Simply reverting in this campaign is not possible as it uses "saveStatus" and "weaponPool" (see also Readme of PMC's "First Fight"). I'll add this issue to my introduction on the first page and my readme-file.


Workarounds:

1) Use the campaign cheat: (see picture below)
In the campaign menu press SHIFT and - keys (on the numpad), then type "campaign" and it unlocks all the mission. For testing purposes: To end a mission anytime, just type "endmission" and it ends succesfully.

2) simple backup-procedure:
Use a backup-proggie like "Cobian Backup" and let it copy the Arma-User-folder e.g. every 5 minutes or just copy manually whenever you like.






Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: schuler on 25 Feb 2009, 03:32:46
hi gambla for me the AAfix required the zu23 and zu23m from this addon too
http://www.armaholic.com/page.php?id=1816

Comeback:
The map really came in hand with no NV. Went to the main gate got injured and took an AK47. needed to be quit stealth and that was enjoyable. Wiped out the men by the fire with grenades.
Got POWs . lose #4 got some ammo. All objs ticked off.
Nice start!

Escape:
#2 is injured #3 is fine #4 is dead. I have NVG and Boncs, that was a plus.
All hold fire and strat are way, MI17 and one silhouette of a soldier.
Then ran into patrols of 3 or 4 men. Took evasive actions made to the camp.

Hunapu:
starting now
 
Over:
Nice briefings, gear change over. Maps a clear. :yes:
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 25 Feb 2009, 12:44:32
@schuler: Thanks for the info. I've added it to the "needed addons".

Have fun playing.

@savedbygrace: I'll take out the objective to keep the "Team-truck" alive, this too much of a showstopper and not a "must have".

Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 25 Feb 2009, 15:37:55
Thats probably best. Besides, the penalty for losing the truck would be the loss of weapons and ammo accumulated anyhow. That alone would be more than enough reason to protect your time investment of gathering and loading it.
Thanks
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 27 Feb 2009, 11:58:31
Anyone finished the Campaign yet ?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: bert on 28 Feb 2009, 01:09:50
Right, I've played the first couple of missions..
I'd better point out that I'm using the ACE mod so it may have played out a little differently, no show stoppers though.

Overview: Nice picture, no complaints.

Intro:The camera work was simple, but not painful to watch which is fine by me. I didn't feel that it really told much of a story though. I just saw a bunch of wounded unarmed men. Should I have seen matey die at the beginning?  I felt the last 20 or 30 seconds where the camera panned out before the the title dragged a bit as well

1) Comeback:
No complaints about the briefing. The mission details and background all fit in for a first mission. Speaking of the background, I thought that the story (or part of it anyway) could quite nicely be told in the intro.

Mission: Getting to the landing spot was simple enough. Rather than going straight for the camp, I headed for the lighthouse. Spotted a couple of men coming down the track and sneakily shot them in the back.
After this I decided to do a quick recce of the 3 central buildings but saw the lights of the UAZ before getting there. I hid behind a bush and took out the driver with my pistol as he passed.
I headed to the camp and shot up everyone that I could see from about 100m from the gate. I moved up to the camp and mopped up a few very dopey guards which didn't react to my presence. Once in the gate I worked my way around the western fence taking out guards as I went. It didn't take me much longer to mop up everyone else.
I'd like to echo savedbygrace's suggestions of the AI auto equipping themselves and being able to kill the alarm.

All in all it was a simple mission for a one man army. The balance felt just right. :good:

2)Escape:
Briefing: I didn't see the point of echoing the mission background bit from the first mission. No complaints about the rest of it though.

Mission: To start with, I didn't see the point of the cutscene. I understand your reason, but please make it a bit more engaging.
I found the first few minutes very tough going. The combination of heavy cover, little room to maneuver and a the quick emergence of the reds ended up with me being killed quite quickly on the first few attempts.
Eventually I got going properly by hugging the coast and keeping my men down. I got lucky by destroying the UAZ with a GL and killed the few troops quite quickly after that. At this point the hip pilot coked up and hit the mountain. No complaints there!. After scavenging a machine gun a kept fairly close to the coast and slowly made my way to the forest. It was easier going along this section due to it being more open. With two mgs in the squad things worked out quite well. Once at the forest it was easy getting to the camp.
Two things struck me as strange in the mission. The first was the inclusion of the uaz in such a tight and inaccessible spot. True it could have been dropped off by helicopter, but for what practical reason? From the edge of the woods to where the mission starts its only about 500m or so. The second oddity was the pre set up camp at the end of the mission. I would imaging an ex SF guy would know better than to set up such a perfect ambush point!

I'll play the rest in the next few days and I'll let you know how I get on in due course.

bert



Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 03 Mar 2009, 16:14:41
Okay finished this one out by reverting to the start.
Sitrep
The first time I played this mission I travelled south to the road and followed it. At that time, I noticed you had some foot patrols keeping an eye on things in the forrest. I also noticed a uazmg patrol as well. Once I took out the foot patrol a T72 responded along with some other sparse infantry units in the area. You did well guarded that approach.
This last time, I decided to climb the hill to the East and approach the back way. There was a foot patrol near the driveway entrance of the comm base but they didn't patrol far enough north to threaten my back door approach. However, you have placed your units well around the base because all of the units seem to guard one another. Between the snipers, armor, responding chopper and several infantry, this objective is defended quite nicely. It does have a major setback though. Once the cutscene takes over to radio for assistance, the camera shows a view of the sea with nothing in sight nor does it ever move from this position. The text is also filled with grammatical mistakes. I have the thought that this is unfinished so I won't dwell on this part. Once the cutscene is over, you put text on screen telling the player "lets get out of here" but there is no objective to tell you were to go. I had to re read the plan to discover that I needed to get back to my camp.
Resurrection
First I have to disagree with the location of this meeting. You go from one end of the island to the other, crossing enemy infested lands, that happened to be patrolled with helicopters and armor just to get a crate of weapons and ammo that is easily obtainable from the enemy's crates and 3 more men? Can I suggest that you move the pick up to the small airbase to the South east side of the mountains.....Start the convoy At the large base in the north and have them move to Corazol?
Anyhow, this one starts out with a fresh objective that I have not seen before. But why do I have to get to the shore first...then go back and get the truck and bring it? I just drove the truck to the load zone and left it.
The convoy was heavily guarded as it should be and I was shocked to see so much protecting the investment. It made the ambush preparation hard to figure for and thus took me several times to get it right. It is very hard to guage the damage on the scud carriers and so disabling them without destroying them is tricky.
Overall
Mission difficulty progression was handled well. The enemy numbers were just right, each base or objective was guarded well and responded to accordingly, although in "The Map" mission; I was surprised to see so many enemy still lingering in the western base while Eponia just got hammered. I like the use of helicopters responding to intruder presence..it increases the difficulty that much more and prevents the player from camping and picking until after he can take the heli out. I would say definitely do something different with that cursed starting cutscene. Having to keep that truck alive is one thing but its destruction affecting the remainder of the campaign is terrible.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: bert on 04 Mar 2009, 22:19:43
3) Hunapu
Briefing: Once again, that background section needs removing or changing, I can understand why you had it there when you released the missions individually. Perhaps you could use them to tell some of the pow's stories?

Mission
Rather going in right away, I held my squad back and checked out the objective from the hills. Due to my squad being low on ammo and not in tip top health I decided it would be best to do most of the work single handedly. I left the squad in a position covering a small part of the town above a likely route up the hill towards me.
I was able to kill a good amount of infantry and the crew of the uaz by machine gunning them from the rocks in the wood above town. Once it was quiet I moved in and mopped up, found the right truck (I think you should be more specific and suggest not nicking an ammo, fuel truck etc..) and collected a bunch of equipment from the crate and various bodies. A patrol made a half-hearted counter attack which caused a hairy moment as I only one rifle magazine and a pistol at the time, I was in the process of retrieving some belts for my mg at the time. Well done on the inclusion of the fuel and repair trucks. The truck ended up with a puncture, it would have been a pain having to restart at this point.
After blowing the hip and healing/rearming my men I took one man in the uaz and had the second pair follow with the truck. I saw the hip on a hillock and blew it up to stop it becoming a nuisance later on.
Further on, I left the truck waiting before checking on the blockades with the UAZ. The second put up a fight due to the men being dispersed, but the first was a massacre. They saw a 'friendly' vehicle and ignored me. I just parked on the hill and waited for all of them to be in the open and just cut them all down with the 50 in under ten seconds :D.
Due to me going in to 'resistance' mode and really trying to conserve my men and making a methodical search for equipment I spent just over an hour on the mission. I quite enjoyed it although I did find parts of it too easy. The force in the town was very easy to single handedly take out. Simply having a small squad move indirectly to where the player is detected (several spots could be defined easily with triggers) would make things a lot easier than just sitting in the hills and blazing away with a machine gun.

Probably the strongest mission so far, but still a little rough around the edges.
bert
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 12 Mar 2009, 15:36:48
Thanks bert and savedbygrace:

It does have a major setback though. Once the cutscene takes over to radio for assistance, the camera shows a view of the sea with nothing in sight nor does it ever move from this position. The text is also filled with grammatical mistakes.

> I had this cutscene-bug before, will correct this. The gramma-mistakes shouldn't be a problem either. Would be kind if one native speaker could correct the faults in my english. Anybody volunteering ?

First I have to disagree with the location of this meeting. You go from one end of the island to the other, crossing enemy infested lands, that happened to be patrolled with helicopters and armor just to get a crate of weapons and ammo that is easily obtainable from the enemy's crates and 3 more men?

> I don't agree for followiong reasons: The team has no fixed AO yet and according to the story, an immediate extraction was an option. The enemy got a strong AA defense and both coasts are close enough for resupplying by boats. The supplied western weapons are much better and they are experts on these (even they are trained on most every foreign weapon).

But why do I have to get to the shore first...then go back and get the truck and bring it? I just drove the truck to the load zone and left it
.

I just gave my best to do it as realistic as i could. So, hiding the truck as long as the boats are on the way and not ready for a quick transfer of the supplys was a realistic behaviour as far as i know. I think there are a lot of issues in missions and campaigns where people have different opinions and/or knowledge about realism ?

I would say definitely do something different with that cursed starting cutscene.

Ok, it's not perfect but you just have these five seconds only once at the start of the mission ?
Let me spend the time in creating more missions...
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 16 Mar 2009, 08:50:33
Quote
means, that the trigger is instantly hit by you /"West" ?
I found the addon causing this,it is six_sys_ai.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 29 Mar 2009, 08:18:24
looks like it's from the "6th sense mod" ? have you tested the campaign without this mod now ?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: hamis on 29 Mar 2009, 08:46:21
Yes,it worked.Any clue when the next part is ready?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 30 Mar 2009, 20:00:31
I'd love to start now, but short of free time. And, thanks to you guys, i should now finish the first part and release it...
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 07 May 2009, 12:52:15
Quote
How can i do this please ?
To make it so that the player can deactivate the alarm if he searches for it. Within the condition field of your trigger which detects the player or his group and sounds the alarm, add a variable such as "alarmon"to the already existing condition. Then...in the Init.sqs declare that variable true "alarmon = true". Now create a trigger in the location where you would like the switch to be, with a radius like 1 meter or so, activated by the player only, Condition: this and alarmon, Onactivation: player addaction ["Deactivate alarm","cutalarm.sqs"]. Create a script called cutalarm.sqs and within it write this..
Code: [Select]
alarmon = false
exit
That will make the action appear only when the player is standing in front of the throwswitch. And give the player the option to turn it off or leave it on. If you prefer to have it inside the raised tower you could do it in a couple of ways. #1 setposition an object of your choice in the tower and add the action to it. Although it is attached to the object it may still activate while the player is below it on the ground.

Checked everything twice but this just doesn't work ? Any other ideas ?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 07 May 2009, 14:56:21
Send me what you have(just that mission) and I'll take a look at it for ya.
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 07 May 2009, 18:36:15
Thanks,
please find the mission attached. I've moved the player into the base. The triggers are still set to Blufor.
When i use the player-action-menu to disable the alarm (set on the radar-tower in the SE corner), the script (alarms.sqs) seems to run, but the bell doesn't stop ringing. Tried a lot with different conditions, second trigger etc. but nothing made it work.

 :dunno:
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: schuler on 08 May 2009, 02:22:25
glad to see your back into you camp!
i think i just deleted the trigger with the alarm in it to stop it.
 
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 08 May 2009, 15:39:59
Hi schuler,
that's not the solution i thought of... :)
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: savedbygrace on 09 May 2009, 02:19:40
Okay, took your file, tweaked it as necessary by adding a trigger, changing your addaction trigger and adding a referrence object. All is commented in the text and description fields for explanation as to what each is doing.
Anything else?
Title: Re: [CAMP/QG] "The Magnificent Eight" Part I - beta
Post by: gambla on 09 May 2009, 10:00:07
Thank you savedbygrace, excellent ! I gonna test it asap. You guys are great !

> works like a dream, perfect !  :good:
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 07 Jun 2009, 09:12:04
Hi, i asked to review my campaign and added the "please review". Now it's gone ? If it's under review, please add this to the topic...

thanks
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: schuler on 07 Jun 2009, 13:15:33

hi gambla , I havnt played this in a while. So I was just testing it out for bugs
1st mission lost all my men, couldn't find a truck that was unlock. Reamed at one though.
Destroyed the choppy with the UAZ and took the UAZ. Capture a truck did not tick off. kill all along the road. Made it to the junction, took out the 5ton truck and UAZ to the south went back to the junction, nothing ticked off, sat there, ran around trying to set of a trigger to end the mission, nothing happen,, force ended game.
i dont know why i couldnt get in a truck but somewhere in there must lay the bug that stopped the game from finishing.
Kills
31
29min
Lost both of my 2 men

Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 07 Jun 2009, 22:43:04
Hey guy,
Reviews are only conducted on projects that are able to be completed. We tested yours quite thoroughly and found it wanting in several if not all missions. First of all, the truck was a major issue because if it were destroyed you coudn't even revert the mission without it appearing damaged and ending the mission. At this point the entire campaign save would have to be deleted and restarted to get it to work.

If you have corrected that issue and any others mentioned in the beta feedback that may be potential showstoppers and then updated the download, then we will be more than happy to "Test" the mission again and if it works from start to end, then a review would definitely be conducted.

Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 08 Jun 2009, 16:01:04
@savedbygrace:
Hey, why don't you look into the changelog ? I've too attached the final version to download and of course changed the filename to "... v1.0" - so what more could i do ? No offense, but why are you just deleting the "please review" in the subject and leave it without any comment ? I now would have waited for weeks without anyone looking at it ?



@schuler:
Hi schuler,
the truck is, as described, in the area of Hunapu. Look at the house in the SW.

Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 08 Jun 2009, 18:45:23
I apologize for stirring any frustration for you gambla. It's a good idea to bump your thread with a post, noting the updated version rather than just updating the download and changelog.

The removal of the "Please Review" was a general sweep through the beta thread to remove that status from threads that did not have current notification posts of updates. I apologize for being so careless :-[; I'll be more careful in the future when considering editing that status. Thank you for pointing this mistake out and I hope I haven't caused too much agony on your part. :confused:
We'll get to testing it asap. :)
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 11 Jun 2009, 07:51:20
Ok, looks like a lack of communication.  :) And next time i better post the update in my thread to make it more clear. Thanks in advance for testing it. I've another two missions of Part 2 nearly finished...
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 16 Jun 2009, 17:56:31
EDIT: I was so tired when I wrote this feedback, I probably deserve the idiot of the year award. Anyhow, I'm making some changes to it to explain myself better.

I began running through this updated version today.
Mission 1 was a fantastic start, Not sure if you adjusted the weather or the time of operation but it seemed different sowehow. I enjoyed this mission.
Mission 2
What can I say? I hated this one. My AI buddies had no nvg's, they could not navigate the land to save their lives and it was like babysitting(and I hate babysitting). You had land, air and sea patrols woven throughout the area as though they knew exactly where I was. Well, I headed north, straight over the ridge and evaded the chopper, boat and ground patrols on the valley floor and did not encounter any enemy until we closed in on the sentries area, where I lost all of my men because they are so darn stupid. I made it to the camp and it ended.
You gave me no way to save progress after a hard fought battle(savegames make difficult missions more enjoyable and tolerable) I did not have gps to navigate the terrain. You overwhelmed the player with way too much resistance I think but it is still a good mission. At the very beginning, you printed the text "lets grab some weapons and get out of here" I think that was from the first mission and since there are no weapons to grab, you may want to consider removing it. You may also want to have only one group respond to the player and his group approaching the camp's hill base. You could also provide an audible warning to the player that there are approaching units by having the leader of the group barking orders through the effects tab of various waypoints.
Mission3
camp link does not work in the brief
This mission went well but with no help from my dead buddies, It proved time consuming to clear(but thats okay) I noticed the lock on all vehicles I tried except for the patrolling uazmg. On the way to the exit, I was running down patrols in the road without them reacting and once I hit the roadblock, I plowed right through that sucker, taking out the roadside guard and a power pole while his buddy peppered my ride with bullets(I'm actually surprised the truck didn't blow). I made it to the intersection with no other problems and the mission ended.
Mission4
Since I lost all of my guys,it was nearly impossible to take that compound. I did not have a sniper rifle, and I could not sneak in with all of the lookouts that you had overlooking every inch of dry soil. I suppose that's my fault for rushing through the last mission and not grabbing a sniper rifle or launchers. I was just trying to get through it.
The mission played through well enough despite my neglect for building a surplus in the truck.

Mission 5 played through well enough and ended. Although the cinematic where he radios back contains some text that the rest of the guys would like to continue with the mission. The problem is that the rest of the guys are dead. You may want to rewrite this area to take their deaths into consideration.

Mission6
@mission start this pops up...
Code: [Select]
'burst/' is not a class ('dispalyName ' accessed)
AFter the cutscene at the camp in the woods after getting my resuply from the boats, I get this error.............
Code: [Select]
No entry 'bin\config.bin/CfgMarkers.Objective'
At the close of that cutscene was this error...
Code: [Select]
waituntil camcommitted _camera generic expression with this one...SQF syntax does not work with camera scripts so you must use the ~ symbol for delays.
Not done with it yet though.............................
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: Zipper5 on 17 Jun 2009, 06:37:20
Mission6
@mission start this pops up...
Code: [Select]
'burst/' is not a class ('dispalyName ' accessed)
That's a known bug with the version of Mi24 gambla used.
@gambla: You'll probably want to update your addons list with this (http://www.armaholic.com/page.php?id=5619). It's a fix that does make the Mi24 work and no longer displays those errors. The player will have to download that along with the Mi24 (http://www.armaholic.com/page.php?id=1099) itself.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 18 Jun 2009, 01:33:56
To conclude.....
Mission 6
Other than the error prompts, this one played out well. I would truly recommend incorporating a savegame feature that the player can use at his will to prevent repeated attempts and thus frustration on the part of the player. It was nice having plenty of time to setup a proper ambush. I used the town to bottleneck the traffic but it made it difficult to maneuver and disable the scudtrucks and drivers due to the enormous guard that you assigned to it and the amount of underbrush and trees surrounding the town.
At least the truck bug is gone.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 26 Jun 2009, 14:12:06
That's a known bug with the version of Mi24 gambla used.
@gambla: You'll probably want to update your addons list with this (http://www.armaholic.com/page.php?id=5619). It's a fix that does make the Mi24 work and no longer displays those errors. The player will have to download that along with the Mi24 (http://www.armaholic.com/page.php?id=1099) itself.

Thanks for the info but if you look into my "known bugs"-section, i've already written that the fix just didn't work. I'm really not a beginner with this stuff.  :dunno:

Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 26 Jun 2009, 14:26:39
I didn't know about the heli fix. I'll download it and have it ready for my next playtest of this one.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 28 Jun 2009, 07:32:17
Thanks, maybe you've more luck than me.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: Zipper5 on 28 Jun 2009, 09:24:39
That fix I posted above is a different one to the one I showed you long ago. This one does, in fact, work. Whereas the earlier one didn't.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 28 Jun 2009, 14:47:52
Oh btw, I'm waiting for you to sift through and remove the camera script error and make any other changes that you would like to before conducting another playtest. If all goes well after that, it would be ready for review if you so wish.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 06 Jul 2009, 13:29:36
@Zipper5:

Thanks for the link to the new fix. It works!

*********************************


Thank yousavedbygrace,

i've fixed all issues with missions 1 to 5. Regarding issues with number 6:

savegame feature    

>>>> added autosave for blufor in the road area and opfor not present


AFter the cutscene at the camp in the woods after getting my resuply from the boats, I get this error.............Code:   "No entry 'bin\config.bin/CfgMarkers.Objective'"

>>>> checked the markers and couldn't find a failure, i think i've seen it before too but
couldn't reproduce this error now



At the close of that cutscene was this error...
Code: "waituntil camcommitted _camera generic expression"

with this one...SQF syntax does not work with camera scripts so you must use the ~ symbol for delays.


>>>> which one is it exactly, the first mini-intro or the outro ? i not yet could reproduce the error ?  btw.: the scenes are mostly "copy/paste", so it seems to work sometimes :(  

If nobody else has any idea, i would leave it as an Arma-bug. Shouldn't be a showstopper anyway.

Thanks again, the end is near. :)



Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 19 Jul 2009, 20:28:08
...please let us finish this... :)
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 19 Jul 2009, 20:40:09
By all means, Finish. We will not review until you ask for it.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 19 Jul 2009, 21:03:35
If you don't like to comment on the latest issues i've reported, ok. I couldn't fix these myself, but imho they are only minor things. I'll asap build and upload the final version, and will then ask you kindly for the review.

 
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 19 Jul 2009, 22:06:00
As long as the mission is error free and can be completed from start to finish, we can review it. Just keep in mind that the quality of your project is a direct result of the effort you have incorporated into and if it still contains little flaws and quirks that dampen the experience for the reviewer it will affect the score that the reviewer decides on. This in the overall picture is not very important as the score is a personal opinion. But if you are desiring a high score, than you may wish to consider accepting some of the suggestions that beta testers offer and rework those parts of your project that are hindering the experience of players.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: gambla on 20 Jul 2009, 17:38:45
My new SSD and Arma-drive crashed today, this will delay it once again.

However, i've finally fixed everything i could. It's free of bugs and i think it's fun to play.
Some suggestions of the beta testers have been included, some not. I'm not one of the real talented mission builders here, so, considering time and effort, i'm happy with it. I could spend one more year on the campaign but would never finish it. I can't and don't care for the score as i can't fully agree with the way of scoring (e.g. cinematics, scripting). But that doesn't matter as long we all produce good missions and have fun building them.


Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I
Post by: savedbygrace on 20 Jul 2009, 22:11:35
Fair enough. Let us know when your ready partner.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I [Please Review]
Post by: mathias_eichinger on 30 Jul 2009, 15:58:40
Hy gabmla!

I've got 2 questions:

1) As you mention that your ArmA drive crashed: Did it contain a version different to the one that has been posted in this thread. Due to a bug in the mission "Hunapu" I consider the current version not fit for review.

2) Any tips on finishing "The Map"? Admittedly, I've lost my squad up to this mission, but let's face it, there's platoon-strength enemy opposition....
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I [Please Review]
Post by: gambla on 02 Aug 2009, 13:04:05
Hi mathias,
oh no, don't fool me please ! :)

1) what bug now ? i'll check if i can see any difference...

2) Not really, if you get your hands on a silenced weapon or a sniper-rifle, you should have a good chance, but it'll take it's time. If you brought the Satchels or one of the few RPGs from Hunapu, it helps to take out the armor at first.


______________________________________________________________________________

@savedbygrace:

Here we go again: I've uploaded the final version now (attached on first post) and ask for your / Opfec's review. After the mess with my SSD, i just hope that's all fine now. I made some little tests with the intros again and went through the missions with the "activate endmission-cheat" again. I've added the link to the now working Hind-fix too.

Thank you.

 

Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I - [Please Review] > 04.08.09
Post by: gambla on 06 Aug 2009, 16:51:18
Regarding the not ending mission "Hunapu", i think i could solve it. It was simply (again) the end-trigger that is not executed in time when the player/side is present. So if you drive too fast through the trigger area , risking your license :) , the trigger just fails. I lowered the timeout and increased the trigger-area. Already uploaded the updated campaign-file.

 
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I - [Please Review] > 04.08.09
Post by: NightJay0044 on 08 Aug 2009, 19:59:08
Hi Gambla, this is a really nice campaign for Arma. It's not complicated and it's fun to play. Okay here is my short pre-review before the final one.

This is a 6 mission campaign, and I know you have another parrt.

Overviews:
All the overviews are really good. The photos are good with exterior border which makes it more appealing to the player. It gives you enough information to play and have an idea about what it's about.

The Campaign:
Although the whole campaign was entertaining to play. Errors didn't occur until the last mission, the sixth mission. Ressurection.  This error occured when I brought the opel truck to our camp.

Quote
no entry bin/config.bin/cfgmarkers.objective


Then it proceeded to the cutscene which did work fine it just had an error about your no entry config bin. Then the rest of the mission was good but here was the other issue I had


Quote
The mission completed after only destroying two scuds. A quote appeared only for the 1st scud to be destroyed. A quote did not appear for the 2nd one. Then the mission was completed before I even destroyed the 3rd one and went back to the camp.

Quote
Improper Mission Ending / Mission 6

Conclusion:
The whole campaign was great except for the last mission. have you had any problems with this before? About the mission not ending properly. So let me know about these issues and we'll go from there.

Thank you, great job.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I - [Under Review] > 04.08.09
Post by: gambla on 15 Aug 2009, 16:29:26
Hi NightJay0044,
as written in the PartII-thread, just got back from holidays.

Thanks for your first review. I'm glad that you like it, i hope the most players will like it too.


1)  "no entry bin/config.bin/cfgmarkers.objective ":

This was reported before but i'm sorry i can't get it fixed. If anybody else can help here ?

2)   The not-ending-bug is strange as nobody reported that before, i too never had any probs with the end. I'll have a look at it. It can't be that big issue.

regards,
gambla


EDIT:

After reading twice, i think i know what the problem is:

If you destroyed a Scud completley (?), the mission is lost (see Briefing). The challenge is to damage the Scuds lightly, so they can't move on. Second target is too kill the driver/engineer.
However i'll check all endings again.


Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I - [Under Review] > 04.08.09
Post by: NightJay0044 on 16 Aug 2009, 00:27:56
Oh yeah your probably right about the ending, but I dont' think I got a red X or anything to say I have failed. I'll double check too.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I - [Under Review] > 04.08.09
Post by: gambla on 21 Aug 2009, 14:55:40
It was already in but not working correctly, fixed now.
Title: Re: [CAMP/QG/AD] "The Magnificent Eight" Part I - [Under Review] > 04.08.09
Post by: NightJay0044 on 23 Aug 2009, 19:08:01
Review Complete (http://www.ofpec.com/missions_depot/index.php?action=details&id=206)

If you have any spectacular stoires or anything to add feel free to share them here.