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Author Topic: (Review Completed) [MP COOP 1-8] Lighthouse expedition  (Read 12175 times)

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Offline fleepee

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Mission name: Lighthouse Expedition

Mission type: multiplayer Coop
Players: 8
Size: 217ko
Author: FleePee
patch 1.14
Required addons: none
Language: english and French
Weapons pool in the briefing
moving respawn points as you change of objective and weapon respawn (you keep weapons and ammo after you die)


Description: You have to free 2 towns, Tiberia and Iguana, before going to the lighthouse and take control of it.
In Tiberia, there is a whole squad retained as prisoners.
Enjoy!!!

Installation: Copy the file " Lighthouse_Expedition_V3.Sara.pbo" into the "ArmA\MPmissions" folder.

scripts:   
- minefield by kronzky
- hostages by Nataniel (edited)
- Weapons Respawn Script v1.04 by toadlife revised by norrin
- dismount by sharkattack
- initFlags by Spooner

Special thanks to Mandoble and Spooner  for their scripting helps, to Cheetah and Hoz for their beta tests of the mission!


« Last Edit: 29 Nov 2008, 15:42:03 by Cheetah »

Offline Denz

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Re: Lighthouse expedition review please
« Reply #1 on: 12 Apr 2008, 06:17:54 »
 :welcome: fleepee,
Always nice to have fresh missions coming in  :yes:
I moved this here as it's more appropriate for each mission to have it's own seperate topic.

Now, do you want this to be beta tested first by our diligent members and staff first?
We do this to ensure the mission is as good as it can be and that any bugs are ironed out before we review it.
After all, we all want quality missions to play ;)
Or do you want to just go straight for the review?

Also, could you modify your post to include some details about the mission please (like in the readme).
I've got 'em right where I want 'em - surrounded from the inside!
Jerry "Mad Dog" Shriver, SOG Recon One-Zero
24/09/41 - 24/04/69

Offline Cheetah

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Re: [COOP 1-12] Lighthouse expedition review please
« Reply #2 on: 29 Jul 2008, 19:26:09 »
If this mission is to be reviewed, it has to be available in English.

Also, I recommend that you add more information.
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Offline fleepee

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Re: [COOP 1-12] Lighthouse expedition
« Reply #3 on: 28 Aug 2008, 15:11:58 »
here is the english version and two screenshots of the mission...
I've tested it, it seems to be ok...
Enjoy!!
« Last Edit: 28 Aug 2008, 20:12:45 by fleepee »

Offline Manzilla

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Re: [COOP 1-12] Lighthouse expedition
« Reply #4 on: 28 Aug 2008, 17:50:34 »
What's this mission about? I'm not sure whether to try or not. Please add a description and other info for us.

Offline Cheetah

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Re: [COOP 1-12] Lighthouse expedition
« Reply #5 on: 28 Aug 2008, 17:59:37 »
What Manzilla says, good to see this one in English by the way :).
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Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition
« Reply #6 on: 01 Sep 2008, 06:35:00 »
Quote
Installation: Copy the file " lighthouse Expedition.Sara.pbo" into the "ArmA\MPmissions" folder.

Actually your mission file name contains %20 for spaces.  To fix simply rename the mission folder and remove the spaces. I think the _ (underscore) is a safe replacement.

Regarding the mission being English, the title displays and I think one hint was still in french.


Intro

There is none, kinda standard for MP, even a short one would be nice. You can always add an option in the lobby to disable it.

Briefing

No picture, I would recommend adding one.

The Briefing is pretty good has enough information.
The free the prisoners objective shows up last and really its the  second objective or possibly third in the list.

Mission

As soon as the mission starts there is a hint that says All Areas Clear. Not sure what the meaning of this. :D

I actually enjoyed this mission, I played with one other person on a dedicated server no addons vanilla arma 1.14 and we finished it in about 1.5 hours. I like the progressive respawn however I think you should provide some notification that the respawn point was updated. At the very least mention it in the briefing. In fact there is no mention of the type of respawn (ie group, or location) I wish I had disabled the AI in the lobby.

The first part of the mission was kind of slow, although we were taking our time not knowing there was respawn available. The machine gun nests were really effective in killing off my other team mates.

We reached the base where the prisoners were standing, I freed all the prisoners but then nothing happened, they didn't move at all, then I got shot, and had to work my way back in there, once we killed all the units around the base, the prisoners then moved on to the chopper and the objective was successful.

It took some time for us to advance in the next couple parts of the mission, nice job on the men in the tops of the buildings, they were very effective.  The BMP for the most part was stuck between 2 buildings and was an easy target.

The last part of the mission, the part where you need to cross the bridge to get to the light house for the most part was a turkey shoot. Hardly any opposition and the east tried to cross the river which is always bad news. Maybe consider one of those sand bag fortresses strategically placed along the top of the hill. after all the job here is to take the tower.

Overall a pretty good mission but I think you could appeal to alot more people if could have 3 choices in the lobby screen for different respawn options.
1 (Easy) your progressive respawn.
2 (Med) Change the respawn type to group  for a higher difficulty so that you can only respawn to the group units and when they are all dead mission over.
3 (Hard) no respawn at all (which would appeal to alot of people).

« Last Edit: 01 Sep 2008, 06:39:58 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition
« Reply #7 on: 01 Sep 2008, 09:22:38 »
 :good:
Thank you for your good feedback, and i'm glad you enjoyed the mission!!
I made some corections and changes you proposed, and will modify the zip file in the post.
But i don't know how to propose choices of respawn in the lobby and how to edit the mission in that way...
(and for my part, I think it's impossible to achieve that mission without respawn!)

I'll also try to make an intro, but I don't know how and don't want to spent much time on it... :dunno:
thanks again!!
« Last Edit: 01 Sep 2008, 09:42:28 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition - review please
« Reply #8 on: 01 Sep 2008, 16:43:06 »
To offer choices in the MP lobby you need to add some things to the description.ext &  init.sqf or init.sqs. Its been a while and I'm kinda copying someone elses entry.

Code: [Select]
[b]description.ext[/b]
titleParam1="RespawnType";
valuesParam1[]={0,1,2};
defvalueParam1=1;
textsParam1[]={"No Respawn","Progressive Respawn","Group Respawn"};


Code: [Select]

[b]Init.sqf[/b]

if (Param1 == 0) then {respawn = 0};
if (Param1 == 1) then {respawn = 3};
if (Param1 == 2) then {respawn = 4};

This code might not work as is, its just an example of what needs to be done. Look forward to testing the updates.

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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition - review please
« Reply #9 on: 01 Sep 2008, 19:45:35 »
 :clap:
Thanks for the reply and the codes!
I will try to insert them soon...

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition - review please
« Reply #10 on: 02 Sep 2008, 01:45:10 »
I noticed one more minor problem and its really up to you if you want to fix it. But your missing the Header Class in the description.ext which helps identify the mission and the number of playable slots in the MP game browser. See the header class section in the biki

Ok I noticed something else. I went in the mission to check some stuff out and without killing someone or moving for that matter, I ran #missions to start another missions and 2 of the objects were checked as completed. Take control of Tibera and Free the prisoners.
« Last Edit: 02 Sep 2008, 02:50:54 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition - review please
« Reply #11 on: 02 Sep 2008, 13:53:39 »
ok!
description.ext will be modified...

Quote
I went in the mission to check some stuff out and without killing someone or moving for that matter, I ran #missions to start another missions and 2 of the objects were checked as completed. Take control of Tibera and Free the prisoners.
I checked the mission: variables in the init field of the leader, now moved in the init.sqs file... Perhaps you didn't play with the leader...
« Last Edit: 02 Sep 2008, 18:24:52 by fleepee »

Offline hoz

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When you update the mission version consider updating the RAR file and don't change the topic to (re-modified) Only change the topic title when its ready for review please. :)

Tested the new version and it works well took us 1h 15 mins for 2 of us.

For the most part some of the comments I made about your other mission apply here like, weapons pool, respawn pt update notification, etc.

When you respawn your ammo doesn't stay so after a while you run out. This kinda sucks, maybe look at using like a respawn script.

Still some french hints and target boxes. Have you considered using stringtables?

Overall I think the mission is pretty fun for a mindless killing spree. We all like those from time to time. For me the re playability is low because once you complete the mission thats it the only way to improve is bringing your time down. Don't get me wrong I like these types of mission but only on a occasional basis.

« Last Edit: 03 Sep 2008, 05:41:28 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition
« Reply #13 on: 03 Sep 2008, 12:32:56 »
 :good:
Thanks again for your reply!
And sorry for my mistakes, I'm not a professionnal mission maker!  :D

Code: [Select]
When you respawn your ammo doesn't stay so after a while you run out. This kinda sucks, maybe look at using like a respawn script.Sorry about that, I copied a weapon respawn script edited with french army arms addons! :whistle:

I also tried to add the respawn type choice in the lobby, but while playing, the respawn type was every time "base", whatever the choice you made in the lobby, or the game was crashing, dure to my scripting skills!! :scratch:

Code: [Select]
Have you considered using stringtables?
I'll check it out, but you're right, I should read a little bit about stringtables (and weapons pool)!
(As I've always have made missions for personal use (and with on-line friends on OFP and arma), i made them directly in french...)
Code: [Select]
Overall I think the mission is pretty fun for a mindless killing spree."That's the way I like it!" (sing!)
It's fun with team mates!
Thanks for your testing, I'll make updates...
See you!

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition
« Reply #14 on: 03 Sep 2008, 14:47:42 »
Check shark attacks mission it has the weapons pool in it.

Quote
And sorry for my mistakes, I'm not a professionnal mission maker!
Don't be sorry this is why you beta test at OFPEC :D   We try to encourage the best from mission makers.

Quote
I also tried to add the respawn type choice in the lobby, but while playing, the respawn type was every time "base", whatever the choice you made in the lobby, or the game was crashing, dure to my scripting skills!!
Use the editing boards for help! Thats why they are there.  :)
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Offline Cheetah

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Re: [MP COOP 1-8] Lighthouse expedition
« Reply #15 on: 08 Sep 2008, 08:47:31 »
Any updates on this one?
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition
« Reply #16 on: 08 Sep 2008, 11:41:18 »
now there is a weapons pool in the briefing...
everything seems to be ok, test it!!
« Last Edit: 09 Sep 2008, 20:02:09 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #17 on: 11 Sep 2008, 05:45:15 »
Package

Slip a promotional pic in the zip/rar file. The one you have in the forums is good.

I depbod your mission I don't usually do that but I was comparing it with your other missions. Some notes..
Make sure you terminate your lines in the description.ext with a ;
Remove the thumb file no need to have that in the download file. You want to be as lean as possible.
Check your rpt file to make sure your mission is error free. I think you will see the description.ext errors in there.

The read me is ok I would capitalize the file name and remove the spaces but thats me. :)

I would remove this part below or add it as features or perhaps a change log entry format. But as its written it means nothing and isn't necessary.

Quote
WEAPON POOL TO CHOOSE WEAPONS IN THE BRIEFING
moving respawn points as you change of objective (you can disable AI) and weapon respawn (you keep weapons and ammo after you die)

Briefing

The text is short and to the point. You could use a bit of meat in there.
You could add the respawn point links to markers on the maps to the notes section.


The Mission

First Battle pretty good.

Not sure why you have the general in there he runs around with the hand gun. But he actually killed by friend and we laffed about it.
Not sure why you have the hint "spotted". by the time you get the hint your already in the battle a good 3 or 4 mins.

Respawn updated message good stuff! But do you think you should tie the respawn updated with the first two objectives being completed. We noticed the Take Control of Tibera objective not completed but our respawn updated. Maybe a warning hint here if you haven't completed obj 1 then hint they must go back and no respawn point updated.

Your not marking the spawn points on the map so someone could completely miss it and and get frustrated with the long respawn points.

Still some french wp messages at 2nd battle .. netyoi or something..

Parachutes...your spawning empty chutes, and the number is exponential depending on the number of people playing. this is because your running the  script on each computer. So you need to add some code in there to check for the server and only run on the code on the server. Its a common problem check the ED.

The mind field... If you send the AI into the mind field  the hint is broadcasted to everyone. I assume this would happen if a player went into it as well. But the message should only happen on that player/units computer. Maybe check the MP ED board.

Third respawn point  french title screen

No civis in any of the other towns. Just the first town and I think you might have too many there they get in the way...

Again we captured the light house but the mission didn't end (even though it said it was over) because we didn't complete the first objective.

Finished mission in 1 hour 6 mins.


Overall

I really thought ammo was an issue, especially in this run and gun type mission. I think you need to provide ammo at the smaller respawn points.  And personally I would like the option of respawning with what I started with...However.... my friend like that aspect of the mission of dying and respawning with the ammo he had when he died. so I guess its really up to you which method you use.

I would use some code on the units on the building tops. they are all standing up and they would benefit from a kneeling position. Try mixing up the guys you have tucked away in buildings with guys kneeling or laying down. Change thier probability of presence so they aren't always there.

Consider changing the wording of "respawn point moved" to "Respawn Point Updated"

Lots of guys loosing their weapons in the water. You should adjust the wps so that units don't head into the water.

I think you should consider string tables since well you speak french and its a fairly easy thing to do. Check this

Its a pretty good mission for a mindless rambo hunt. You make it interesting by changing the respawn point so your not at the same place all the time and you don't get over run which can make respawn missions suck. I look forward to the end result, but i think you still need to work through some of the issues and test them before its fully ready for review.



« Last Edit: 11 Sep 2008, 06:09:31 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #18 on: 11 Sep 2008, 10:17:18 »
A lot of things to do!! :scratch:
Thanks for all your good coments!

Quote
Slip a promotional pic in the zip/rar file
fixed

Quote
Check your rpt file to make sure your mission is error free
Well... I don't know what is rpt file... but I checked description.ext file!

Quote
You could add the respawn point links to markers on the maps to the notes section
done in the briefing notes, but with invisible markers: I don't want too have too much informations on the map...

Quote
Maybe a warning hint here if you haven't completed obj 1 then hint they must go back and no respawn point updated.
fixed

Quote
you should tie the respawn updated with the first two objectives being completed
I think the distance is too important between the two objectives... It would be a waste of time and not interesting...
And...I don't like running, in real life or in ARMA! (no mountain bike in ARMA!) :D

Quote
add some code in there to check for the server
fixed

Quote
too many civilians there, they get in the way
bloody civilians! :D

Quote
Lots of guys loosing their weapons in the water
I put some barb wires for impeaching AIs to swimm from the lighthouse, because these idiot AIs don't use bridges!!

I've used stringtables in the next mission i'll submit soon...





Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #19 on: 11 Sep 2008, 13:55:47 »
rpt file reference...


Quote
Quote
you should tie the respawn updated with the first two objectives being completed
I think the distance is too important between the two objectives... It would be a waste of time and not interesting...
And...I don't like running, in real life or in ARMA! (no mountain bike in ARMA!) Cheesy

This is a mistake I think because if you don't complete the objective the mission doesn't end.


Quote
I've used stringtables in the next mission i'll submit soon...

Ok.. but make sure your consistent and remove the french text.
« Last Edit: 11 Sep 2008, 14:13:15 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #20 on: 11 Sep 2008, 16:16:46 »
I changed the "end mission": the mission ends with the control of the lighthouse, even if the two first objectives are not "done"...

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #21 on: 11 Sep 2008, 20:16:44 »
Mr. Peanut wrote a script here so that the AI don't loose their weapons.
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #22 on: 11 Sep 2008, 21:21:09 »
I've tested it quickly, it's ok with players but not with AI (of my team)... :whistle:

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #23 on: 11 Sep 2008, 22:21:14 »
Your still compiling the thumbs.db within the pbo. You need to delete that file before exporting the mission. Probably be a couple days before I can test it out again. I found this last french line in the mission.sqm  title="Le phare est en notre possession!";


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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #24 on: 12 Sep 2008, 09:00:03 »
Quote
Your still compiling the thumbs.db within the pbo
I'm using winrar to archieve the files... I don't know why there is that "thumb" file...

Quote
I found this last french line in the mission.sqm  title="Le phare est en notre possession!";
I've checked all triggers, the sentence is in english with "titletext"!

By the way, the second respawn point update (near the crossroad) depends on the achievement of the first objective "Take control of Tiberia", just like the venue of the chopper to evac the prisoners... so it's important to achieve that objective...



Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #25 on: 12 Sep 2008, 14:24:13 »
Quote
I'm using winrar to archieve the files... I don't know why there is that "thumb" file...

Its within the mission folder...

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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #26 on: 12 Sep 2008, 15:29:13 »
I can't see it, even when I change  the folder's option in order to show hidden files... :scratch:

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #27 on: 13 Sep 2008, 18:22:27 »
Grab Eliteness from the ED and unpbo your mission and have a look at what I mean.
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #28 on: 14 Sep 2008, 07:49:35 »
I've seen what you meant...
But as the "thumb" file isn't in the mission edit folder, and the mission PBO file is created as I "save as multiplayer" in the editor, what can I do to remove the thumb file? is it really a problem? I don't know what is a "thumb file"... a windows folder file I suppose, but what is its utility? :dunno:

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #29 on: 15 Sep 2008, 05:25:08 »
Its just a windows file and won't harm the mission, its just about having a lean mission  :D
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #30 on: 16 Sep 2008, 11:39:58 »
ok...
did you re-play it?

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #31 on: 16 Sep 2008, 15:53:55 »
Not yet no... we'll probably wait for the review at this point.
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #32 on: 22 Sep 2008, 16:31:25 »
now there is a little intro... and a french version!! :good:
enjoy!
« Last Edit: 23 Sep 2008, 11:10:16 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #33 on: 28 Sep 2008, 19:52:53 »
We played this again the other night and came across some issues...

1.  a. Once the captives are set free... your not changing there captive status becuase they roam around the east without difficulty until you actually clear the town.
    b. IF the captives all die you will want to set the objective to failure.
    c. You may want to arm the units after they are set free so they can defend themselves.


2.  the respawn town is getting screwed up on JIP.  for instance we were at the last respawn point, another buddy joined, and the respawn point updated to the previous one making it a much longer walk. Search out the ED for JIP, I think you need to update the init.sqf with something inorder to ensure the correct variable for JIP players. 

WIth this is mind you may wish to actually back the respawn point up based on the respawn point being over run with east units.



« Last Edit: 28 Sep 2008, 20:03:42 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #34 on: 29 Sep 2008, 07:53:58 »
hi!
thanks again for feedback...
Quote
Once the captives are set free... your not changing there captive status becuase they roam around the east without difficulty until you actually clear the town.
Sure? When they're free, east shoot them...

Quote
IF the captives all die you will want to set the objective to failure.
It's the case... (objective changes to "All prisoners have been executed")

Quote
You may want to arm the units after they are set free so they can defend themselves.
I did that at the beginning, adding weapon in the "free" script, but then, they could defend themselves and you didn't have to protect them until the chopper comes for their evacuation...

Quote
Search out the ED for JIP, I think you need to update the init.sqf with something inorder to ensure the correct variable for JIP players. 
I saw that problem, I looked at JIP scripts, a bit complex for me to understand how to use it in my init file... but I set a "respawnpos" variable according to each respawn position and "publivariable" onplayerconnected... Did you download the  mission file before playing it? If not, you probably had an obsolet version of it...

Code: [Select]
if !(local Server) then {exit};
"3" objStatus "hidden";
"4" objStatus "hidden";
mygrp=group leader player;
tiberiaoccup=true;
prisopaslibres=true;
prisovie=true;
onplayerConnected publicVariable "respawnpos"; publicVariable "tiberiaoccup"; publicVariable "prisopaslibres"; publicVariable "prisovie";

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #35 on: 29 Sep 2008, 14:44:58 »
I did have an older version. Will give the newer one ago soon.
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #36 on: 29 Sep 2008, 19:18:53 »
I've just played it and I had the same problem... I moved the onplayerConnected publivariable "respawnpos" code out of the
if !(local Server) then {exit};
I imagine that now, when JIP occurs, the right respawnpos will be sent...
I update the downloadable file right now...

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #37 on: 01 Oct 2008, 05:55:15 »
Gave it a go again tonite.

The prisoners are not being shot at once you release them. probably because they are unarmed.
Your not increasing the version numbers.
Intro was pretty good too.
Other then that good mission.
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #38 on: 01 Oct 2008, 08:25:49 »
 
Quote
The prisoners are not being shot at once you release them. probably because they are unarmed.

:scratch: I don't understand why... I previewed the mission as a bluefor guy hidden just behind the wall, as you enter a trigger, opfor guys have an order to execute prisonners and they are shot as they're freed, unarmed or not...
In the "free" and just added "execute" scripts, they are "setcaptive false"...
« Last Edit: 01 Oct 2008, 08:55:51 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #39 on: 08 Oct 2008, 21:28:44 »
Is there an update for this mission or is it ready for review?
Xbox Rocks

Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #40 on: 08 Oct 2008, 21:32:26 »
changes done, File updated in the first post!
Thanks to Spooner, the respawn problem may be solved!!! :clap:
« Last Edit: 14 Oct 2008, 20:53:56 by fleepee »

Offline Cheetah

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #41 on: 16 Oct 2008, 15:24:02 »
Hey fleepee,

we came across an error in your mission.

after this has been fixed, your mission should be ready as we came across no other errors/bugs whatever.
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Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #42 on: 18 Oct 2008, 00:47:00 »
 :D problem fixed!
ready for review!!
« Last Edit: 23 Nov 2008, 08:11:01 by fleepee »

Offline fleepee

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #43 on: 23 Nov 2008, 08:11:47 »
ready for review!!

Offline loki72

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #44 on: 23 Nov 2008, 08:33:29 »
ok-dokie

will put it on the ofpec dedicated and try it out...

 :good:

Offline Cheetah

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Re: [MP COOP 1-8] Lighthouse expedition (review please)
« Reply #45 on: 24 Nov 2008, 10:42:54 »
No need. Already have this under review  :whistle:
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Offline loki72

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Re: [MP COOP 1-8] Lighthouse expedition (under review)
« Reply #46 on: 24 Nov 2008, 17:50:15 »
rgr.. should have check the status page.

 :blink: :P

Offline Cheetah

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Re: (Review Completed) [MP COOP 1-8] Lighthouse expedition
« Reply #47 on: 29 Nov 2008, 15:42:37 »
This one has been reviewed.
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