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Missions Depot => Mission Discussion => Arma2 - Reviewed Missions => Topic started by: fleepee on 24 Aug 2009, 08:37:18

Title: (Review Completed) [MP coop 1-32] Destroy power station V28
Post by: fleepee on 24 Aug 2009, 08:37:18
Hi, beta testers! ;)

I've got some new stuff for you!

mission author: FleePee

mission type: COOP

Number of players: 1 to 32

Mission requirements: ARMA2 patch 1.5

Addons: none

English and french versions!

Duration: I needed each time I tested it around 4 hours, alone with AIs, to achieve all objectives...
what about you? :dunno:

Specifications:
- 4 squads of 8 soldiers, Alpha leader is the high commander, select at least that slot!
- hidden objectives
- revive by all units (you should die many times!)
- full english radio voices (with my french accent of course!)

Lobby Options:
- time
- number of revives
- Mobile Respawn choice (Medic or ambulance)
- time before respawn location choice
- grass layer
- view distance
- show/skip intro

External Scripts used:
- revive script V0.42 by Norrin
- Random House Patrol by Tophe of Östgöta
- Urban Patrol Script by Kronzky



Main Objectives:
Your objectives are to paralize the armament industry by destroying the power station and its electric transformers in Elektrozavodsk, and to secure that town, including port and train station.
In the picture below, you can see the buildings you must destroy: the one on the left, the central production facility and its chimney, and the 3 electric transformers on its right...


I'm waiting for your feedback, enjoy! :good:

OFPEC Review (http://www.ofpec.com/missions_depot/index.php?action=details&id=248)
Title: Re: [MP coop 1-32] Destroy power station V1.5
Post by: hoz on 25 Aug 2009, 17:09:57
Looks interesting fleepee and look forward to giving this a try over the next few days.  :good:


Edit:

The mission name is missing. its not showing up in the mp mssion selection screen, its there but its blank which is highly weird.

Briefing

There are many spelling errors and grammar, I'll check those more carefully the next time we play it.
We didn't notice a weapons pool, however plenty of weapons at the base.
Under the section you have for 'info' I would change this title to Credits.
I have to give you some credit for displaying some excellent pictures in the briefing. Some of the best I've seen yet.

Intro
Not a bad little intro, it does the trick and with the new multiplayer lobby options you can easily add an option to disable.  Nice job on the image in the intro looks good.

Mission

well the initial base I thought was over crowded. Too many playable slots. I would cut down each team to like 5 or 6 units.  They sure got in the way. Also the netting covering the vehicles and stuff was destroyed by the end of the mission. You might want to find a better location for the vehicles.

Over all the mission kept us interested enough to play it for two hours. Getting into the electrical station really proved tough, you had lots of well placed units hidden however we were easily able to hide in the NE area of the electrical station without being bothered too much.  we totally avoided the direct route by road.

We did lay down one satchel at the station but never got credit for it. Do you need more then 1? or is there a honey spot to put down the charge?

Don't forget to remove the french from the MP params settings.

good job so far!
Title: Re: [MP coop 1-32] Destroy power station V1.5
Post by: fleepee on 27 Aug 2009, 20:32:39
Thanks for your feedback!!
[/b]

Quote
The mission name is missing.
I tried the stringtable wirh "@STR_missiontitle" in the mission name in the editor, it works ok in editor but not in MP on a dedi, I saw that last night, and don't know why it doesn't work... :dunno:

Quote
Not a bad little intro, it does the trick and with the new multiplayer lobby options you can easily add an option to disable.
As there are allready two options, number of revives and daytime, can I had a third one for intro skipping?!

Quote
Also the netting covering the vehicles and stuff was destroyed by the end of the mission
I saw that... I tried "allowdamage false" for them, but they still go to the ground when you touch them... They're usefull just for the look of the base.

Quote
well the initial base I thought was over crowded. Too many playable slots.
The number of slots is a demand of the team i'm now part of... I didn't disable AIs in the lobby to allow the use of high command fonctions, but you can disable some manually if you wish to reduce teams.

Quote
we totally avoided the direct route by road
So you didn't see the interesting hidden objectives you can find on that route!

Quote
We did lay down one satchel at the station but never got credit for it. Do you need more then 1?
Oh yes you do!!
At least ten to destroy ALL buildings of power station, but perhaps i'll reduce the objective there to the destruction of just the 3 electric transformers...
With the 1.03 patch, I noticed that the main building needs 3 times at least the charges needed before, even with a setdamage set to 0.9 in init, it's not interesting doing that job...

Quote
Don't forget to remove the french from the MP params settings.
Easy to change for example the titleParam1 with stringtable, but I was unable to change the same way the textsParam1[]
Title: Re: [MP coop 1-32] Destroy power station V1.5
Post by: hoz on 27 Aug 2009, 20:57:03
Quote
As there are allready two options, number of revives and daytime, can I had a third one for intro skipping?!

Yes with the new betas you can. See my post in the mp scripting board.

Quote
I saw that... I tried "allowdamage false" for them, but they still go to the ground when you touch them... They're usefull just for the look of the base.

Maybe try turning the vehicles around so you can drive out of them. Once the vehicles respawn they aren't under the tent anyhow.

Quote
So you didn't see the interesting hidden objectives you can find on that route!

Just the hooker :D

Quote
At least ten to destroy ALL buildings of power station, but perhaps i'll reduce the objective there to the destruction of just the 3 electric transformers...
With the 1.03 patch, I noticed that the main building needs 3 times at least the charges needed before, even with a setdamage set to 0.9 in init, it's not interesting doing that job...

In shark's mission 1 charge takes down the entire surrounding area. thats why i asked.
Title: Re: [MP coop 1-32] Destroy power station V1.5
Post by: fleepee on 27 Aug 2009, 22:36:58
I'm upating the post with some changes...
No more french for you in MP options, i could do it with the stringtable!!
buildings need now less charges (setdamage set to 0.99 for the main one!)

I've read your post on mp scripting, will do something later with that help, thanks! :clap:
I also briefly read something about disablin intro for jip player...

did you talk to the hooker? ;)
Title: Re: [MP coop 1-32] Destroy power station V1.5
Post by: hoz on 27 Aug 2009, 23:03:25
I did talk to the hooker but then got shot by her pimp!  :whistle:

Thought of one more thing.. check the rpt file becuase I saw hundreds of the same errors.
Title: Re: [MP coop 1-32] Destroy power station V1.5
Post by: fleepee on 28 Aug 2009, 16:40:35
OK...
New changes and file updated! :D
Title: Re: [MP coop 1-32] Destroy power station
Post by: hoz on 01 Sep 2009, 03:19:24
Briefing..

Typos..  Ennemy is Enemy
paralize is  paralyze
infantery  infantry

we got that picture from... should be we received that picture from...

Good job on the credits part looks better.

Don't forget to update the credits with the version number... you can do this by adding a string table entry and then just referencing it the briefing and in the mission name. this prevents you from having to t update it multiple places.


Played it through just two us tonite. The mission didn't end when the objective was complete.

Title: Re: [MP coop 1-32] Destroy power station
Post by: fleepee on 01 Sep 2009, 08:02:54
Quote
The mission didn't end when the objective was complete
The mission doesn't end with the destruction, which is just a quarter of it!! :whistle:
That's why more than 4 hours are needed to end it... ;)

Informations added in the briefing...
just a few, to let you discover hidden objectives... :D

It was such an evidence for me to go in town for destroying the power station that I didn't think that players would avoid confrontation and just simply go to destroy it...
That's why beta tester's feedback is important!
Thanks Hoz!! :good:

First post updated with version 8...
Title: Re: [MP coop 1-32] Destroy power station V8
Post by: hoz on 04 Sep 2009, 18:26:58
4 hours a bit much. I'm usually good for about 40 mins to an hour, if the objective is too difficult we usually give up and move on to some other mission. Have you considered breaking the mission down into a MP campaign?
Title: Re: [MP coop 1-32] Destroy power station V8
Post by: fleepee on 04 Sep 2009, 21:17:59
Quote
Have you considered breaking the mission down into a MP campaign?
No... but not a bad idea...
the last campaign I made was a single player one, but on OFP... a while ago!

It seems that in arma2, the MP game is saved with players position, gear, etc... but the revive script wasn't initialized correctly with certain options... I don't know if it's the same with its V3c version...
It's a way to end the mission when tired (or fed up!), then load it to finish it...
Title: Re: [MP coop 1-32] Destroy power station V8
Post by: hoz on 04 Sep 2009, 21:39:19
Let norrin know and he will look into it.


edit:
Played this again last night... version 8... seems to be coming along except when we took out the power station we received that the task was finished however we weren't given any new tasks.

Title: Re: [MP coop 1-32] Destroy power station V8
Post by: fleepee on 10 Sep 2009, 19:11:52
Oups!
I didn't upload the good one... :dunno:
first post updated...
It's still version 8, don't forget to delete the previous one! ::)
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: fleepee on 22 Sep 2009, 15:42:23
as I'm no more member of a team, new version without team reference...
Version 9 available!
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: hoz on 23 Sep 2009, 20:47:11
We have played this a few times since you put out ver9. The mission remains much the same, a bit on the long side. Only suggestion at this point is to put an option for the intro and a remove grass option. :)
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: fleepee on 24 Sep 2009, 09:59:21
Quote
Only suggestion at this point is to put an option for the intro and a remove grass option.
i'll do it soon...
I've allready add in "Kill Kronsky" a player addaction that gives to each player the choice of grass option, viewdistance and to fix headbug, but it disappears after first revive... I tried to fix it unsuccessfully at the moment... :dry:
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: hoz on 24 Sep 2009, 15:00:50
Why not add it to the new params option?
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: fleepee on 24 Sep 2009, 17:59:24
I thought it could be interesting for each player to set these parameters depending on performances of their own computer...
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: hoz on 25 Sep 2009, 04:23:10
Also had an issue with JIP and revive not working. Make sure you have the latest.
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: fleepee on 25 Sep 2009, 07:48:28
I'm using version 03c, i think it's the latest...
Title: Re: [MP coop 1-32] Destroy power station V9
Post by: hoz on 25 Sep 2009, 23:44:42
Ok we had this problem where we JIP later on the next day to finish the mission and 1 person had revive capbilities and the other person did not. It was weird. I'll mention it to Norrin.
Title: Re: [MP coop 1-32] Destroy power station V10
Post by: fleepee on 01 Oct 2009, 11:13:48
new version V10 with new lobby options (grass level, view distance and intro skipping), and last revive script V3-e

EDIT: minor changes as i've just played it and saw that some parameter titles weren't shown due to a syntax error error in the stringtable file... Mobile spawn added too! V11 uploaded!
Title: Re: [MP coop 1-32] Destroy power station V11
Post by: G-Man on 03 Oct 2009, 04:12:04
I tested the mission v11 today on our public server and really enjoyed it,so did all the other members in my squad and the public. This version seemed to run fine no one had any real problems and we played from beginning to end. May I suggest one thing, when you have to return to base at the end make it show up in the tasks.(Unless it did and I missed it) I was going to reset the server thinking there was no end till I noticed someone died at base. Well done on a very good mission.  :good:
Title: Re: [MP coop 1-32] Destroy power station V11
Post by: fleepee on 03 Oct 2009, 05:43:20
Quote
I tested the mission v11 today on our public server and really enjoyed it,so did all the other members in my squad and the public. Well done on a very good mission.

WAOW!
My pleasure is to satisfy players (and enjoy myself too...), i'm flattered!! :D
By the way, also try "Kill colonel Kronsky"! ;)

Quote
when you have to return to base at the end make it show up in the tasks.(Unless it did and I missed it)
Do you mean creating a "return to base" task after destroying the power station?
That's true: there is just at the moment an headquarter message telling you to return to base.
Title: Re: [MP coop 1-32] Destroy power station V11
Post by: hoz on 03 Oct 2009, 06:04:49
Played the updated version, 3 players. Mission is really working well now I think you should increase the AI revive distance to 500 - 700. Other then that great job.
Title: Re: [MP coop 1-32] Destroy power station V11
Post by: G-Man on 04 Oct 2009, 02:50:55
Played this again today to try and rescue the hostages this time. Got them down to the boats but the objective didn't complete. Do we have to get them in the RHIBs or the fishing boat?

Title: Re: [MP coop 1-32] Destroy power station V11
Post by: fleepee on 04 Oct 2009, 07:47:20
Quote
Got them down to the boats but the objective didn't complete. Do we have to get them in the RHIBs or the fishing boat?
If I arrive with them in a truck near boats, the objective is completed when i order them to disembark (or perhaps it's just a delay in the triger), with a trigger condition "independent present". After a short time, they leave your group (alpha) and join the doctor at US base, then live the sector by boat.
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: fleepee on 07 Oct 2009, 10:37:03
V12 upoaded!

Debriefing and outro added, some objectives in the briefing modified as they're acomplished.
is there still no mention of the mobile respaw man in the lobby? (if so, I can put only english line in the description field of alpha medic...)
I think (and hope!) mission is near ready for review... :clap:

Will I had voices?
It could be great, but will be french voices if I want to have them quick! (lot of sentences!) :dunno:

I'm adding in this post the stringtable and (de)briefing files, I wish somebody could correct my english errors! :D


Edit: attachment (stringtable.rar) lost in the crash of 2009 - WEK
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: Ebden on 11 Oct 2009, 20:41:41
Flee,

I've gone through your text and made a number of grammatical corrections, including correction of spelling mistakes and tightening up the language.  See the attached file.  I took liberty in a few places to reinterpret the phrasing to more closely mimic radio brevity.  Please ensure I didn't change the meaning of any statements from what you intended, since I haven't tried the mission yet.  (I will, perhaps this evening).


Edit: attachment (stringtable.rar) lost in the crash of 2009 - WEK
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: fleepee on 11 Oct 2009, 21:50:18
I've read it and think it's really good, i'll send you a PM later for details...
Thanks! :good:
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: Ebden on 13 Oct 2009, 12:29:59
When your squad goes down, can other AI players perform 'heal' actions other than the medic?  Or, if players go down, can I return to base and recruit some of the remaining characters to fill out the squad?
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: fleepee on 13 Oct 2009, 12:49:15
I think you played it in SP, this mission is designed to be played in MP.
Each player can heal if wounds are not bad...
the next version will have an option in lobby to enable "team status dialog" with whitch you can recruit soldiers in your group.
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: Ebden on 13 Oct 2009, 21:58:04
Right, it was SP.  I'll rally a few to try MP from Sparta over the next week for both Kill Kronsky and this one.
Will you provide an option to enable/disable friendly AI for MP, or is that built in to Server-side systems? (I've never hosted a mission)
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: hoz on 13 Oct 2009, 21:59:59
You can disable the AI within the MP lobby.
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: Ebden on 14 Oct 2009, 12:23:12
Thanks.

Second draft of the English edits are attached.


Edit: attachment (stringtable.rar) lost in the crash of 2009 - WEK
Title: Re: [MP coop 1-32] Destroy power station V12
Post by: fleepee on 20 Oct 2009, 23:19:34
Version 13 available! :good:

- full english radio voices, with my french accent of course! :D

Lobby Options:
- time
- number of revives
- grass layer
- view distance
- choice of mobile respawn type (ambulance or group Alpha medic)
- show/skip intro
- enable/disable Team Status dialog
Title: Re: [MP coop 1-32] Destroy power station V13
Post by: hoz on 22 Oct 2009, 03:28:54
Mobile Respawn: Alpha Medic... doesn't seem to exist.. there doesn't seem to be a medic in team, alpha... I guess in this case its corpsman? on another try.. the name medic was showing for me.. but my buddy's machine said it was corpsman. weird..

None of the mp lobby options are working. The grass isn't changing the ambulance isn't changing as the mobile respawn point.

The revive isn't loading, the respawn isn't working...
Title: Re: [MP coop 1-32] Destroy power station V13
Post by: fleepee on 22 Oct 2009, 06:50:27
Shit! >:(
edit: certainly a problem with dedicated servers because of a line in the init file (exit if not server), I modified it,version uploaded with same version number...
Title: Re: [MP coop 1-32] Destroy power station V13
Post by: hoz on 24 Oct 2009, 17:46:41
Ok we played it through last night and it seemed to work well. We started with the ambulance option but that didn't seem to work for mobile respawn. Maybe we were doing something wrong? never had a chance to spawn at the mobile option.

everything else 'a' ok.

Title: Re: [MP coop 1-32] Destroy power station V13
Post by: fleepee on 24 Oct 2009, 19:16:04
when you use the ambulance as respawn, you've got to drive it, stop the engine, stay inside and after 2/3 seconds, you've got an option: "Deploy mobile spawn"
Then it is available as a respawn point, and you have to stow it by the inverse procedure to move it to another position.
Should I indicate the procedure in a note section of the briefing?

Are my voices not too bad?
Title: Re: [MP coop 1-32] Destroy power station V13
Post by: hoz on 24 Oct 2009, 20:36:32
In the notes sections maybe include a section for revive options.

I didn't noticed the voices sorry... will listen closer next time.
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: fleepee on 27 Oct 2009, 15:35:49
version 14 uploaded!
perhaps last version before review!! :good:
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: Ebden on 09 Nov 2009, 17:51:51
Flee I went through 85% of the map this weekend with another player.  Everything seemed smooth.  We were engaged prior to my interaction with the prostitute at the filling station, I only got part of the chat/intel before she was shot.  It's a challenging map for only 2 people, but we had fun pushing into the city.  Comments are below, and a very few quirks could still be addressed.

When you near the rail depot, the message and audio instructing us to destroy waiting vehicles activated, but no map marker appeared.  It took me a few minutes to figure out where the waiting vehicles were.  (I expected them to be in a building, not on the railcar.)  I found the railcar and completed that half of the objective without further incident.

 Near the shipyard we had the second audio cue, and the marker changed for that location appropriately.  Excellent work on the second location, too, with defences and player access to the objective. 

Your placement of characters is very good, you take advantage of interior spaces and elevated areas.  It takes some hunting to find the last one or two AI to free up the spawn point.

The AI part of the squad was helpful, largely in their ability to revive human players and each other.  One problem was them running out of ammo!  If I revived an AI, I think they refilled their ammo, but AI-revive-AI they stayed empty.  Certainly more reaistic to be revived with your kit as it was when you were shot and disabled, except for the point when AI won't get another weapon off dead opfor or reload themselves from a crate automatically.  It's very time consuming to use the menu to get each character re-kitted, which hurts the flow of the mission.

Even though I edited the english, I had forgotten about the church objective.  Was there supposed to be some forshadowing earlier in the mission?  Right, I think I remember editing some text about asking civilians for intel, but 'rumors' or 'intel' that the city appeared deserted.  Was that the remainder of the prostitute's intel, to check the church?  I also thought there was some message from a high-rank general at base?  Oh-damn, I never checked the map notes this time.  Bugger, nevermind, my fault.  I'll have a look at them in 14-1 soon.

 It activates properly when you rescue the two civilians outside the church, but the guarding AI seemed to be playing dumb, dying easily.  I don't know the triggers for that part of the mission, but once activated, it seems to bug-up.  It took a couple minutes for the survivors to join the squad, at which point opfor reinforcements had arrived and killed one, and then the other seconds after I had control in the squad menu.  That objective ended up a fiasco.  The AI in the church also played statue for too long, and they all activated once I was between the church pews.

We only had time to approach the power station.  Again, good placement of infantry defence both in and around the Power Station.  Why is a Shilka present?  It doesn't fit an infantry/ground map to have AA defense, unless you meant it as a detail for setting the scene (that a power station would have AA defenses anyway.) 

All in all I like the mission.  The secondary objectives and extra mile you went to place opfor AI in good positions makes the mission work.  Lots of AI, too, good fun.  I especially was frustrated by (enjoyed immensely) the elevated gunners near the first street in the city, where the seaport crane gives excellent overwatch.  Once I found the bastards, l learned you had gone the extra mile to put AI in good positions.

Now, your next mission, if you choose to accept, is make this a TvT map!  Naw, but it's storyline would be a great chapter if you are still working on the MP/coop campaign we discussed a while ago, reworked of course to fit the player's side in 'kill Kronsky'.  I'll PM you the idea.
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: fleepee on 09 Nov 2009, 20:37:59
First, thanks for your feedback! :good:


Quote
One problem was them (AI) running out of ammo!
they should have the weapons and ammo they had before being killed once revived, no prob with that, or that's because they went swimming! :D
I always get a truck loaded with ammo in town with the team, there is also an ammo crate with ambulance mobile respawn deployed; read briefing notes to know how to use mobile respawn.
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: Ebden on 10 Nov 2009, 18:14:26
I found the crates when playing through, superbly helpful.  I'll have to double-check the notes to get the AI medic to deploy a mobile respawn.  Or, oops, did you say the ambulance is a mobile respawn?  I'll have to give it a second look.

Title: Re: [MP coop 1-32] Destroy power station V14
Post by: fleepee on 10 Nov 2009, 18:35:27
No AI but only players can deploy mobile spawn.
There is an option in the lobby to choose between ambulance or medic respawn type.
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: hoz on 10 Nov 2009, 18:52:51
We played last night the 14 version and found that the once we killed the electrical station the objective didn't set as done. we blew up everything but the big building. also one player didn't have any notes. not sure if thats a fluke or what :)
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: fleepee on 10 Nov 2009, 20:14:48
as written in the briefing, you have to blow ALL buildings...
No reason not to see the notes ... :dunno:
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: hoz on 10 Nov 2009, 20:47:11
I see ok  previously taking out the electricals worked. :)
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: fleepee on 10 Nov 2009, 22:20:12
No, it never did!
I think it's in eve of destruction... ;)
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: hoz on 11 Nov 2009, 00:14:02
Oh your right! thanks

Edit:

Played with the newest patch tonight and the mobile respawn wasn't working. Not sure if its the revive or what it seemed to work in the previous beta.
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: fleepee on 16 Nov 2009, 13:03:04
It's certainly due to the beta patch as I have tested it: mobile respawn and revive work all right... :dunno:
My game version: 1.04.59026

edit: It works also with beta patch 1.04.60141...
Title: Re: [MP coop 1-32] Destroy power station V14
Post by: hoz on 24 Nov 2009, 03:05:48
We played again with the newest beta and still nojoy. Can't use the mobile respawn and the tasks don't show for the medic. maybe related?
Title: Re: [MP coop 1-32] Destroy power station V15
Post by: fleepee on 24 Nov 2009, 16:06:49
OK, I found the problem, I had wrong parameters in the revive_init script...
but the for the task problem... i don't understand...
corected and tested...
version1.15 uploaded...
Title: Re: [MP coop 1-32] Destroy power station V15
Post by: hoz on 24 Nov 2009, 23:56:43
The funny thing we noticed about this mission is the medic in the lobby didn't have a number assigned to him. We'll give it go soon enough.


EDit:

Ok smobile respawn still not working...  breifing not working for the other player (who happens to be medic) except that the revive options are shown in his breifing.  we ment to check if it was the same issue if he was another player besides the medic but we didn't...


on another note.. the sidechat message in yellow with the custom voice is only played for me. it doesn't play for the other player.
Title: Re: [MP coop 1-32] Destroy power station V15
Post by: fleepee on 26 Nov 2009, 19:45:08
I don't understand what's happenning with the briefing...
There's no reason for a player to see it or not...
The medic should have number 7 in the lobby.

Quote
the sidechat message in yellow with the custom voice is only played for me. it doesn't play for the other player.
I think you're talking about the intro message ("All the staff is watching you..."): did the other player ear the voice?
Or is it that he didn't have voice nor text?
voice is send by "sideRadio" and the chat message associated to the voice uses "[west, "HQ"] commandchat format" to include the leader name. I thought that sideradio will make all players ear the message...  ???

I tried again on a dedi (on the same Pc the game is running) V1.15, both mobile repawntype were working allright, but i didn't always ask if the 2 other players were having the radio and text messages, so I don't remember if there was problems or not...
I'm trying something with the init file and will upload V1.16 if needed... ::)
Title: Re: [MP coop 1-32] Destroy power station V15
Post by: hoz on 26 Nov 2009, 20:07:43
Quote
I think you're talking about the intro message ("All the staff is watching you..."): did the other player ear the voice?Or is it that he didn't have voice nor text?

He hear's nothing sees nothing.

Quote
The medic should have number 7 in the lobby.

He is player 8 in the leader menu.

Title: Re: [MP coop 1-32] Destroy power station V16
Post by: fleepee on 26 Nov 2009, 21:06:12
Quote
He hear's nothing sees nothing.
I've changed that first radio message with globalchat, for its voice, it's now globalradio... tell me if it changes something for other players, if it does, I'll have to make the changes for all commander messages.

Quote
He is player 8 in the leader menu.
I know but he appears on seventh position in the lobby and the mission.sqm... :dunno:
Code: [Select]
7: Medic (Mobile Respawn) is in the description field of alpha medic
Title: Re: [MP coop 1-32] Destroy power station V16
Post by: hoz on 27 Nov 2009, 02:46:23
MObile respawn... doesn't work in v16.
Tasks and briefing don't work for the other player. even if he chooses a slot besides the medic.


The starting message... neither of us got the  text, and the other player got the audio this time!


Code: [Select]

Server RPT...
Performance warning: Very large search for 376791 (>300 m)
Performance warning: Search for 77a8800# 376791: trafostanica_velka.p3d was very large (10470 m)
Performance warning: Very large search for 363697 (>300 m)
Performance warning: Search for 363697: wall_woodf_5_2.p3d was very large (10260 m)
Performance warning: Very large search for 348629 (>300 m)
Performance warning: Search for 348629: t_salix2s.p3d was very large (9150 m)
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.301897.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!



client rpt..

Performance warning: Very large search for 362086 (>300 m)
Performance warning: Search for 4c95800# 362086: ind_pec_03a.p3d was very large (1740 m)
Performance warning: Very large search for 362226 (>300 m)
Performance warning: Search for 50aec00# 362226: a_stationhouse.p3d was very large (1740 m)
Performance warning: Very large search for 362099 (>300 m)
Performance warning: Search for 4c96000# 362099: ind_stack_big.p3d was very large (1740 m)
Performance warning: Very large search for 376789 (>300 m)
Performance warning: Search for 4456800# 376789: trafostanica_velka.p3d was very large (1770 m)
Performance warning: Very large search for 376790 (>300 m)
Performance warning: Search for 89a5400# 376790: trafostanica_velka.p3d was very large (1770 m)
Performance warning: Very large search for 376791 (>300 m)
Performance warning: Search for 5291800# 376791: trafostanica_velka.p3d was very large (1800 m)
Performance warning: Very large search for 363697 (>300 m)
Performance warning: Search for 363697: wall_woodf_5_2.p3d was very large (1590 m)
Performance warning: Very large search for 348629 (>300 m)
Performance warning: Search for 348629: t_salix2s.p3d was very large (1500 m)


One thing I would do is tighten(50M) up the search for these objects. You can do that by placing a some object near the search then  use nearestobjects search. Plus.. i don't think you need to do this on both the client and server... you can probably keep this to a server side check and then notifiy the clients when the object is killed. If you need an example I think i may have one here abouts. This search your doing now could be causing some inital lag.




Title: Re: [MP coop 1-32] Destroy power station V16
Post by: hoz on 09 Dec 2009, 02:49:42
Any updates here?
Title: Re: [MP coop 1-32] Destroy power station V16
Post by: fleepee on 10 Dec 2009, 19:33:49
I didn't played it to the end, everything is ok at home...
I hope it'll be the same for you! ;)

EDIT: V17 uploaded! :good:
Title: Re: [MP coop 1-32] Destroy power station V17
Post by: hoz on 12 Dec 2009, 05:25:33
Same issues sorry...
Title: Re: [MP coop 1-32] Destroy power station V17
Post by: fleepee on 12 Dec 2009, 06:32:53
 >:(
I think it means: no briefing for other players, no mobile respawn working, no text of radio voices...

Don't know what to do, I launch a dedicated server and I'm unable to reproduce your problems, everything is ok for me...
I'm bored!! :confused:
Title: Re: [MP coop 1-32] Destroy power station V17
Post by: hoz on 12 Dec 2009, 18:40:38
Not sure what to say here other then it was working back in v13 v12 i think...Unfortunately i've deleted those versions.
Title: Re: [MP coop 1-32] Destroy power station V17
Post by: norrin on 15 Dec 2009, 03:49:09
Fleepee - I will take a look at this tonight and see if I get the same problem as hoz regarding the mobile spawn etc on a dedicated server.

EDIT:  OK got this working now - make sure you make _mobile_man in the revive_init.sqf equal to one of the named playable units eg
Code: [Select]
_mobile_man = alpha1;  Then replace the  init_related_scripts.sqf in the revive_sqf subfolder with the one in the attached archive.  You should then be able to select either the player deployable mobile spawn or the vehicle deployable mobile spawn in the mission parameters.
Title: Re: [MP coop 1-32] Destroy power station V19
Post by: fleepee on 19 Dec 2009, 20:07:53
Thanks again Norrin for your response! :good:
tested it this afternoon, everything was ok to the end...
one friend told me that the briefing appeared after a while before mission starts, then he had it during the mission....
V1.19 uploaded!
Title: Re: [MP coop 1-32] Destroy power station V19
Post by: hoz on 22 Dec 2009, 16:56:58
Had the same issues unfortunately... But I would not do much until 1.05 comes out in a day or few, I'm not entirely sure that my server is a 100%. However other missions work fine with the revive. :D

edit:
Happy to report with the 1.05 beta its back working agaiN! Except the tasks in the briefing is only showing on one pc. The titles are there but the body isn't.
Title: Re: [MP coop 1-32] Destroy power station V19
Post by: Ebden on 23 Dec 2009, 16:39:40
Other than simply playing through with 1.05, is there a way to quantify relative AI balance via some background stats given the changes in the new patch?  I ask because this mission has a ton of opfor!  After playing through 90% of the new mini-camp from BI and experiencing their AI improvements (more realistic engagement activity, a good step in the right direction), I wonder if the balance will be off/difficulty higher because of the smarter and numerous AI.
Title: Re: [MP coop 1-32] Destroy power station V19
Post by: fleepee on 29 Dec 2009, 10:13:15
Quote
I wonder if the balance will be off/difficulty higher because of the smarter and numerous AI.
I've tested the mission and didn't notice any difference in the ai behaviour... perhaps because of the UPS script...

Quote
Except the tasks in the briefing is only showing on one pc. The titles are there but the body isn't.
:dunno: I don't see a reason for this... each PC runs the same briefing.sqf, so if you have the title, you should also have the task description.
is it the same for the notes section?
Title: Re: [MP coop 1-32] Destroy power station V19
Post by: hoz on 29 Dec 2009, 15:12:34
Yes... and now that we've played 19 a few more times. The mobile respawn is flaky. sometimes it works some times it don't. In your other missions it works flawlessly. :(
Title: Re: [MP coop 1-32] Destroy power station V20
Post by: fleepee on 02 Jan 2010, 19:41:10
i supressed the choice of mobile respawn type in the lobby, the mobile respawn is now onlythe ambulance...
V20 uploaded
Title: Re: [MP coop 1-32] Destroy power station V20
Post by: hoz on 02 Jan 2010, 23:27:12
Ok we'll giver a try again. but for the record I liked the unit mobile respawn. I also liked that once you had it as selectable :D
Title: Re: [MP coop 1-32] Destroy power station V20
Post by: fleepee on 03 Jan 2010, 06:11:42
I liked it too!! ;)
it was ok for me, even on a dedicated server, but if it doesn't work the same for everybody... ...
Title: Re: [MP coop 1-32] Destroy power station V20
Post by: hoz on 08 Jan 2010, 17:10:07
Respawn working from the ambulance now.  Almost ready to put this one to bed?

One of the playable units is a pilot and a pilot is probably not appropriate for this mission.
Title: Re: [MP coop 1-32] Destroy power station V20
Post by: fleepee on 10 Jan 2010, 10:10:40
I didn't see any pilot in the playable slots... ???

It may be time, at least, to review the mission! ;)
Title: Re: [MP coop 1-32] Destroy power station V21
Post by: fleepee on 14 Jan 2010, 08:52:03
I uploaded V21 version as I edited a bit the init file, hoping there will be no problem for the briefing to appear for ALL players...
Title: Re: [MP coop 1-32] Destroy power station V21
Post by: hoz on 20 Jan 2010, 14:47:14
Played ver21 tonight.

Mission title you should have capitals on each first word. I think in the mp browser it should first word capitalized rest of the title is in lower case.
In the MP lobby you got 1 dude who isn't grouped.
Briefing and notes not showing for all players player. It shows two tasks but the boxes aren't populated.

You removed the grenade launcher hummer :(

Title: Re: [MP coop 1-32] Destroy power station V22
Post by: fleepee on 20 Jan 2010, 20:10:28
Quote
In the MP lobby you got 1 dude who isn't grouped
he was grouped, it was the medic with a "space" character in his description field, so his reference in the lobby wasn't appearing...

Quote
Briefing and notes not showing for all players player
May be I've finally found what was wrong... (hard to explain in english... may be a problem of "return to line" in the briefing.sqf file!)
 I know you'll tell me if it's true!! :D

Quote
You removed the grenade launcher hummer

it had moved elsewhere in the map due to multiple desktop/editor switch: sometimes you select objects when you come back in the editor...

V22 uploaded!!
I can't believe that number!! :blink:
Title: Re: [MP coop 1-32] Destroy power station V22
Post by: hoz on 20 Jan 2010, 22:59:22
If you fixed an issue like that perhaps you can add back the mobile man. we'll give it a try tonight


Still no breifings and notes...
The white building never seems to want to blow up either. like 20 satchels and no go.

The mission title should read Destroy Power Station. :)
Title: Re: [MP coop 1-32] Destroy power station V23
Post by: fleepee on 22 Jan 2010, 11:36:03
Quote
perhaps you can add back the mobile man.
That choice is available again:
known bug: if, as alpha medic, you deploy the mobile spawn and then you enter the ambulance, you'll have an action menu to stow the spawn. If you do it, the mobile spawn is effectively removed but the tent remains... and you can use ambulance as mobile spawn!
If you stow the ambulance spawn and get out, you can again deploy tent mobile spawn...
I wasn't able to fix that, but choice in lobby and mobile spawn work!... :P

Quote
Still no breifings and notes...
I have no clue about what's going on... I've done again some changes, and everything is still ok when I join my own dedicated server... :dunno:
Can anybody have a look at this problem?

Quote
The white building never seems to want to blow up either. like 20 satchels and no go
I tried and there was no problem... (it's setdamage to 0.9 in init file...)

V23 uploaded!!!


Title: Re: [MP coop 1-32] Destroy power station V23
Post by: hoz on 22 Jan 2010, 15:41:23
Excellent, I'll be away this weekend and will test Sunday night. Hopefully we can put it to rest! :)

Edit:

Still same problem with the briefing. The mobile respawn is working good and the white building is being destroyed now much easier!

I checked the server logs and found these errors...
Code: [Select]
Error in expression <//disabled because of scripting time lim>
  Error position: <//disabled because of scripting time lim>
  Error Invalid number in expression
Error in expression </*_params = switch (_status) do {>
  Error position: </*_params = switch (_status) do {>
  Error Invalid number in expression
Error in expression <};*/>
  Error position: <};*/>
  Error Missing {
I searched the mission files pretty hard and I wasn't able to find this. It must be some error from the teamswitch script.


Code: [Select]
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.355892.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!

I see alot of this type of message too.
Code: [Select]
Ref to nonnetwork object b570800# 1075182: trafostanica_velka_ruins.p3d
Ref to nonnetwork object b570800# 1075182: trafostanica_velka_ruins.p3d
Are you continually checking for objects that maybe dead already?


Title: Re: [MP coop 1-32] Destroy power station V23
Post by: fleepee on 25 Jan 2010, 19:52:59
Quote
I searched the mission files pretty hard and I wasn't able to find this
neither was I!
the same with "UnExpected call of CreateVehicle for 'Logic'"

Quote
Are you continually checking for objects that maybe dead already?
No.
the code you sent is the ruin of the electric transformer

The briefing.SQF was made for JIP players, perhaps I should remove some lines and just let the 2 first tasks active... but notes section should appear corectly from the beginning as they don't change during the game...
Did you have a look at the briefing.SQF file?
Title: Re: [MP coop 1-32] Destroy power station V23
Post by: hoz on 25 Jan 2010, 20:50:30
I did look at the briefing file and the syntax looked ok.
Code: [Select]
C:\temp\Destroy_Power_Station_v23.Chernarus\UPS.sqf (1 hits)
Line 119: KRON_HQ="Logic" createVehicle [0,0];

Title: Re: [MP coop 1-32] Destroy power station V23
Post by: fleepee on 27 Jan 2010, 08:35:55
I've read somewhere in a forum that there could be problems in arma2 if you copy commands including ""...
As I don't know what else to do to solve the briefing and notes problem, I re-typed each " in the whole briefing.sqf... :confused:
Still works ok home...
V24 uploaded!
Title: Re: [MP coop 1-32] Destroy power station V25
Post by: hoz on 14 Feb 2010, 05:46:08
Finally we got to replay this its a lengthy one so we don't play it as much.

Many cases where Ennemy is spelt wrong  Enemy.
Releasing of the prisoners isn't working right, they just stand there and I wonder if that part is even needed due to the length of the mission already. how about we just release the civis back into society and forget about getting back with them.
We got the prisoners first before the electrical plant, so the text after the electrical plant was incorrect.

The mission didn't end properly. Even tho we killed the prisoners and finished all the tasks.

Title: Re: [MP coop 1-32] Destroy power station V25
Post by: Ebden on 14 Feb 2010, 06:54:12
Quote
Many cases where Ennemy is spelt wrong  Enemy.

I don't think I ever saw the stringtable for this one.  Send it along if you want me to have a look.
Title: Re: [MP coop 1-32] Destroy power station V25
Post by: fleepee on 27 Feb 2010, 19:37:41
@Ebden: you had the stringtable and added corrections...

Quote
Releasing of the prisoners isn't working right... ...how about we just release the civis back into society and forget about getting back with them
Prisoners should join your group, do they?
As there is an ambush at the service station when you go with them to the evac point, i think the escort task is interesting... if the ambush is a surprise!

Quote
We got the prisoners first before the electrical plant, so the text after the electrical plant was incorrect.
I checked it... No reason to have that text about prisoners after destroying the electrical plant, unless you didn't release ALL prisoners in the chuch.

V26 uploaded
Title: Re: [MP coop 1-32] Destroy power station V26
Post by: hoz on 27 Feb 2010, 20:07:08
The prisoners didn't release. I would suggest having only the leader release them if your going to keep it that way... but if you happen to take the in town route you come across them before heading to the plant. So the logical order doesn't seem to work if you know what I mean.

Quote
Prisoners should join your group, do they?

They don't.  they don't do anything.

Quote
As there is an ambush at the service station when you go with them to the evac point, i think the escort task is interesting... if the ambush is a surprise!

If you take the in town route... you already obliterate those guys.

Title: Re: [MP coop 1-32] Destroy power station V26
Post by: fleepee on 28 Feb 2010, 10:32:24
Quote
The prisoners didn't release. I would suggest having only the leader release them if your going to keep it that way... but if you happen to take the in town route you come across them before heading to the plant. So the logical order doesn't seem to work if you know what I mean.

I tested on my dedi, prisoners joined me and the task was completed as i brought them to the evac point, so the hostage script is not involved in the problem, neither the trigger condition to have the task completed. :dunno:
I added the message to care of the prisoners after the destruction of the electrical plant if ou didn't care of them before. thinking of the campaign, prisoners are members of Igor's team, including him. (I still have to make a mission in which they're captured)

The ambush at service station is set up only if you know about prisoners or destroy the electric plant.

Did you ever had the task about Boris?

EDIT: new mp lobby parameter for the revive script: time before respawn location choice
Title: Re: [MP coop 1-32] Destroy power station V27
Post by: hoz on 15 Mar 2010, 20:18:07
Probably will test this out tonight. Did you move the mobile respawn from the medic? I keep wanting to mention that. Could you make it the boss man?

Title: Re: [MP coop 1-32] Destroy power station V27
Post by: fleepee on 15 Mar 2010, 22:05:51
you still have the choice  in the lobby between medic or ambulance mobile spawn...

Quote
Could you make it the boss man?
I'm not sure I'm undestanding... ???
If you want to play as leader and also manage the mobile spawn, choose "ambulance".
if you're the leader and want to use the mobile man, choose "Alpha medic" , one team mate has to choose that slot...
I don't think it's logical if the medic is the boss: remember that this mission uses "high command" functions, so you can have help from the 3 other squads from the camp... 4 squads leaded by a medic?  :scratch:
Title: Re: (Review Complete) [MP coop 1-32] Destroy power station V28
Post by: hoz on 01 Apr 2010, 20:08:39
Review Complete! (http://www.ofpec.com/missions_depot/index.php?action=details&amp;id=248)