OFP1.96 bench 5555, vetmode, no superaiAddons:That are many addons for a mission (and I'm not talking about the BAS addons). I downloaded them only because I'm interested in testing a mission for you. I wouldn't like to download all of them for just playing a mission.
(After playing it: The mission is worth the addons, but you'll have to tell it everyone.
)
Readme:Everything there.
I read something about "smart ai", so I decided to test without ECP. (There is a way for missionmakers to disable critical ECP options in missions if they could be incompatible.)
Against your recommendation, I will play this one as my first chapter of your mission series.
Pics:Five photos introducing the Italian SEALS.
If you want to modify one of them for the OFPEC Missiondatabase presentation, the requested size at the moment is 100x200 up to 100x250.
Overview:Good.
Intro:Very good. A new "at sea" feeling and the Italian voices add to the atmosphere.
I needed a little guessing for the meaning of some english subtitles, but I think I've understood the most.
Briefing:Good to get into the scenario, very detailed.
There's a missing <br> between the link "Places Where To Search" and "The Plan"?
"Enemy Forces" comes with an empty last page. Maybe a <br> too much or something.
I'm unsure about the saving:
Are there some autosaves and I can always save additional with the radio?
Or only radio saves and they are limited to a unknown number?
The problem with the helmets after reloading:
Do you know a command to show the helmets on the model?
Then you can use a script based on
time, with this helmet command.
Time is 0 again, everytime a savegame is loaded.
Team&Gear is unused, probably because of the selections later in mission. Ok.
Mission:Settings:
0000h
cloudy
(I would prefer a random and not selectable weather. Player is informed about it in this dialog and has to plan his other selections around it. IE fog=no sniper.)
helicopter
sniper
cpu load medium
ai skilled
(An autosave after the menu would help to keep the playerselection if the insertion goes wrong.)
After a short while I realized there is no need to recon all the locations on foot, if I can have a look with the satellite. And so I've spotted/guessed the target in Turin, together with some bodyguards. But I found out later, it was just someone else with a beret.
My attack on this group failed and I got the possibility to surrender, so I tried it out.
Prisoner now...
You shouldn't use UPPER CASE for all the titletext subtitles, it reads for me like shouting.
Typo: "think" was missing in one of the subtitles the rebel leader said to me.
A formating "\n" was visible in my lines about looking for my radio.
There was a problem, when I tried to flee:
I approached my guard, did ten or more melee attacks, and it always said hit. But he didn't die! Then he shot me.
When I reload the autosave now, he is already alerted and he's often killing me in the first moment. I think I'll have to restart the mission. (Ok I could run away from him with luck and search the radio, but where to get a firearm if the melee attack isn't working?)
Used endmission cheat.
DebriefEnd1 looks ok. Of course it wasn't the right end for me, because I used the cheat.
OutroNone. (Or did the endmission cheat cause that?)
As I don't know when I'll find the time to do another test on this long mission, I already wrote this short one for you.
What I missed a little bit, were some small guard camps in the jungles with their own patrol. It was very easy to avoid the vehicle patrols on the roads.
And you could remove the player map marker, so he really uses his GPS and has to think more.
But the mission looks difficult enough for me right now. Maybe it's better without such things.
Either the melee attack is bugged, is too weak, or you just didn't tell me in the briefing how to do it right. But for now I'll never try again to overpower enemys with it.
Beeing able to surrender and try to escape in the same mission is a nice idea!